Sample records for live interactive video

  1. Live Action: Can Young Children Learn Verbs From Video?

    PubMed Central

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta Michnick

    2009-01-01

    The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30–42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social interaction. Study 2 tested whether children could learn verbs from video alone. Study 3 clarified whether the benefits of social interaction remained when the experimenter was shown on a video screen rather than in person. Results suggest that younger children only learn verbs from video with live social interaction while older children can learn verbs from video alone. Implications for verb learning and educational media are discussed. PMID:19765005

  2. Live action: can young children learn verbs from video?

    PubMed

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta M

    2009-01-01

    The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30-42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social interaction. Study 2 tested whether children could learn verbs from video alone. Study 3 clarified whether the benefits of social interaction remained when the experimenter was shown on a video screen rather than in person. Results suggest that younger children only learn verbs from video with live social interaction whereas older children can learn verbs from video alone. Implications for verb learning and educational media are discussed.

  3. Skype me! Socially Contingent Interactions Help Toddlers Learn Language

    PubMed Central

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick

    2013-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This paper focuses on whether social contingency might support word learning. Toddlers aged 24- to 30-months (N=36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and non-contingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). The current study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. PMID:24112079

  4. Skype me! Socially contingent interactions help toddlers learn language.

    PubMed

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta M

    2014-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This study focuses on whether social contingency might support word learning. Toddlers aged 24-30 months (N = 36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and noncontingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). This study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. © 2013 The Authors. Child Development © 2013 Society for Research in Child Development, Inc.

  5. Effectiveness of Interactive Video to Teach CPR Theory and Skills.

    ERIC Educational Resources Information Center

    Lyness, Ann L.

    This study investigated whether an interactive video system of instruction taught cardiopulmonary resuscitation (CPR) as effectively as traditional instruction. Using standards of the American Heart Association, the study was designed with two randomized groups to be taught either by live instruction or by interactive video. Subjects were 100…

  6. Comparing High Definition Live Interactive and Store-and-Forward Consultations to In-Person Examinations.

    PubMed

    Marchell, Richard; Locatis, Craig; Burges, Gene; Maisiak, Richard; Liu, Wei-Li; Ackerman, Michael

    2017-03-01

    There is little teledermatology research directly comparing remote methods, even less research with two in-person dermatologist agreement providing a baseline for comparing remote methods, and no research using high definition video as a live interactive method. To compare in-person consultations with store-and-forward and live interactive methods, the latter having two levels of image quality. A controlled study was conducted where patients were examined in-person, by high definition video, and by store-and-forward methods. The order patients experienced methods and residents assigned methods rotated, although an attending always saw patients in-person. The type of high definition video employed, lower resolution compressed or higher resolution uncompressed, was alternated between clinics. Primary and differential diagnoses, biopsy recommendations, and diagnostic and biopsy confidence ratings were recorded. Concordance and confidence were significantly better for in-person versus remote methods and biopsy recommendations were lower. Store-and-forward and higher resolution uncompressed video results were similar and better than those for lower resolution compressed video. Dermatology residents took store-and-forward photos and their quality was likely superior to those normally taken in practice. There were variations in expertise between the attending and second and third year residents. The superiority of in-person consultations suggests the tendencies to order more biopsies or still see patients in-person are often justified in teledermatology and that high resolution uncompressed video can close the resolution gap between store-and-forward and live interactive methods.

  7. Mobile Video in Everyday Social Interactions

    NASA Astrophysics Data System (ADS)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

    Video recording has become a spontaneous everyday activity for many people, thanks to the video capabilities of modern mobile phones. Internet connectivity of mobile phones enables fluent sharing of captured material even real-time, which makes video an up-and-coming everyday interaction medium. In this article we discuss the effect of the video camera in the social environment, everyday life situations, mainly based on a study where four groups of people used digital video cameras in their normal settings. We also reflect on another study of ours, relating to real-time mobile video communication and discuss future views. The aim of our research is to understand the possibilities in the domain of mobile video. Live and delayed sharing seem to have their special characteristics, live video being used as a virtual window between places whereas delayed video usage has more scope for good-quality content. While this novel way of interacting via mobile video enables new social patterns, it also raises new concerns for privacy and trust between participating persons in all roles, largely due to the widely spreading possibilities of videos. Video in a social situation affects cameramen (who record), targets (who are recorded), passers-by (who are unintentionally in the situation), and the audience (who follow the videos or recording situations) but also the other way around, the participants affect the video by their varying and evolving personal and communicational motivations for recording.

  8. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website

    PubMed Central

    Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-01-01

    Background Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Objective Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. Methods In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. Results According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included “being inspired,” “knowing I’m not alone,” and “believing recovery is possible.” Experiences of watching the videos were influenced by the participants’ intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Conclusions Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users’ recovery. PMID:29739737

  9. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website.

    PubMed

    Williams, Anne; Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-05-08

    Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included "being inspired," "knowing I'm not alone," and "believing recovery is possible." Experiences of watching the videos were influenced by the participants' intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users' recovery. ©Anne Williams, Ellie Fossey, John Farhall, Fiona Foley, Neil Thomas. Originally published in JMIR Mental Health (http://mental.jmir.org), 08.05.2018.

  10. Comparing High Definition Live Interactive and Store-and-Forward Consultations to In-Person Examinations

    PubMed Central

    Locatis, Craig; Burges, Gene; Maisiak, Richard; Liu, Wei-Li; Ackerman, Michael

    2017-01-01

    Abstract Background: There is little teledermatology research directly comparing remote methods, even less research with two in-person dermatologist agreement providing a baseline for comparing remote methods, and no research using high definition video as a live interactive method. Objective: To compare in-person consultations with store-and-forward and live interactive methods, the latter having two levels of image quality. Methods: A controlled study was conducted where patients were examined in-person, by high definition video, and by store-and-forward methods. The order patients experienced methods and residents assigned methods rotated, although an attending always saw patients in-person. The type of high definition video employed, lower resolution compressed or higher resolution uncompressed, was alternated between clinics. Primary and differential diagnoses, biopsy recommendations, and diagnostic and biopsy confidence ratings were recorded. Results: Concordance and confidence were significantly better for in-person versus remote methods and biopsy recommendations were lower. Store-and-forward and higher resolution uncompressed video results were similar and better than those for lower resolution compressed video. Limitations: Dermatology residents took store-and-forward photos and their quality was likely superior to those normally taken in practice. There were variations in expertise between the attending and second and third year residents. Conclusion: The superiority of in-person consultations suggests the tendencies to order more biopsies or still see patients in-person are often justified in teledermatology and that high resolution uncompressed video can close the resolution gap between store-and-forward and live interactive methods. PMID:27705083

  11. The roles of vocal and visual interactions in social learning zebra finches: A video playback experiment.

    PubMed

    Guillette, Lauren M; Healy, Susan D

    2017-06-01

    The transmission of information from an experienced demonstrator to a naïve observer often depends on characteristics of the demonstrator, such as familiarity, success or dominance status. Whether or not the demonstrator pays attention to and/or interacts with the observer may also affect social information acquisition or use by the observer. Here we used a video-demonstrator paradigm first to test whether video demonstrators have the same effect as using live demonstrators in zebra finches, and second, to test the importance of visual and vocal interactions between the demonstrator and observer on social information use by the observer. We found that female zebra finches copied novel food choices of male demonstrators they saw via live-streaming video while they did not consistently copy from the demonstrators when they were seen in playbacks of the same videos. Although naive observers copied in the absence of vocalizations by the demonstrator, as they copied from playback of videos with the sound off, females did not copy where there was a mis-match between the visual information provided by the video and vocal information from a live male that was out of sight. Taken together these results suggest that video demonstration is a useful methodology for testing social information transfer, at least in a foraging context, but more importantly, that social information use varies according to the vocal interactions, or lack thereof, between the observer and the demonstrator. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  12. Efficacy of computer-based video and simulation in ultrasound-guided regional anesthesia training.

    PubMed

    Woodworth, Glenn E; Chen, Elliza M; Horn, Jean-Louis E; Aziz, Michael F

    2014-05-01

    To determine the effectiveness of a short educational video and simulation on improvement of ultrasound (US) image acquisition and interpretation skills. Prospective, randomized study. University medical center. 28 anesthesia residents and community anesthesiologists with varied ultrasound experience were randomized to teaching video with interactive simulation or sham video groups. Participants were assessed preintervention and postintervention on their ability to identify the sciatic nerve and other anatomic structures on static US images, as well as their ability to locate the sciatic nerve with US on live models. Pretest written test scores correlated with reported US block experience (Kendall tau rank r = 0.47) and with live US scanning scores (r = 0.64). The teaching video and simulation significantly improved scores on the written examination (P < 0.001); however, they did not significantly improve live US scanning skills. A short educational video with interactive simulation significantly improved knowledge of US anatomy, but failed to improve hands-on performance of US scanning to localize the nerve. Copyright © 2014 Elsevier Inc. All rights reserved.

  13. Considering High-Tech Exhibits?

    ERIC Educational Resources Information Center

    Routman, Emily

    1994-01-01

    Discusses a variety of high-tech exhibit media used in The Living World, an educational facility operated by The Saint Louis Zoo. Considers the strengths and weaknesses of holograms, video, animatronics, video-equipped microscopes, and computer interactives. Computer interactives are treated with special attention. (LZ)

  14. Design and approach of the Living Organ Video Educated Donors (LOVED) program to promote living kidney donation in African Americans.

    PubMed

    Sieverdes, John C; Price, Matthew; Ruggiero, Kenneth J; Baliga, Prabhakar K; Chavin, Kenneth D; Brunner-Jackson, Brenda; Patel, Sachin; Treiber, Frank A

    2017-10-01

    To describe the rationale, methodology, design, and interventional approach of a mobile health education program designed for African Americans with end stage renal disease (ESRD) to increase knowledge and self-efficacy to approach others about their need for a living donor kidney transplant (LDKT). The Living Organ Video Educated Donors (LOVED) program is a theory-guided iterative designed, mixed methods study incorporating three phases: 1) a formative evaluation using focus groups to develop program content and approach; 2) a 2-month proof of concept trial (n=27) to primarily investigate acceptability, tolerability and investigate increases of LDKT knowledge and self-efficacy; and 3) a 6-month, 2-arm, 60-person feasibility randomized control trial (RCT) to primarily investigate increases in LDKT knowledge and self-efficacy, and secondarily, to increase the number of living donor inquiries, medical evaluations, and LDKTs. The 8-week LOVED program includes an interactive web-based app delivered on 10″ tablet computer incorporating weekly interactive video education modules, weekly group video chat sessions with an African American navigator who has had LDKT and other group interactions for support and improve strategies to promote their need for a kidney. Phase 1 and 2 have been completed and the program is currently enrolling for the feasibility RCT. Phase 2 experienced 100% retention rates with 91% adherence completing the video modules and 88% minimum adherence to the video chat sessions. We are in the early stages of an RCT to evaluate the LOVED program; to date, we have found high tolerability reported from Phase 2. Copyright © 2017 Elsevier Inc. All rights reserved.

  15. Compressed Video: An Interactive Tool To Encourage Students To Accept Distance Learning as an Alternative to Face-to-Face Instruction.

    ERIC Educational Resources Information Center

    Mizell, Al P.; And Others

    Distance learning involves students and faculty engaged in interactive instructional settings when they are at different locations. Compressed video is the live transmission of two-way auditory and visual signals at the same time between sites at different locations. The use of compressed video has expanded in recent years, ranging from use by the…

  16. Electronic Field Trip: Journalism's New Frontier Involves Live, Interactive Broadcast.

    ERIC Educational Resources Information Center

    LaMar, Jason

    1998-01-01

    Describes the "Newseum," a recently opened museum in Arlington, Virginia, dedicated to journalism and freedom of speech. Lists its highlights: free admission, an interactive newsroom, a 126-foot video wall, a news history gallery, a domed theater with a 20-by-40-foot high-definition video screen, and "The Freedom Wall." (PA)

  17. Survey of Compressed Video Applications: Higher Education, K-12, and the Private Sector, 1993.

    ERIC Educational Resources Information Center

    Cochenour, John; And Others

    This paper presents the results of three surveys about live, two-way interactive video (compressed video) and discusses some possible trends in its use, applications, and technological development. Surveys are an Association for Educational Communications and Technology (AECT) survey that has not been completed; one from the "International…

  18. Live lecture versus video-recorded lecture: are students voting with their feet?

    PubMed

    Cardall, Scott; Krupat, Edward; Ulrich, Michael

    2008-12-01

    In light of educators' concerns that lecture attendance in medical school has declined, the authors sought to assess students' perceptions, evaluations, and motivations concerning live lectures compared with accelerated, video-recorded lectures viewed online. The authors performed a cross-sectional survey study of all first- and second-year students at Harvard Medical School. Respondents answered questions regarding their lecture attendance; use of class and personal time; use of accelerated, video-recorded lectures; and reasons for viewing video-recorded and live lectures. Other questions asked students to compare how well live and video-recorded lectures satisfied learning goals. Of the 353 students who received questionnaires, 204 (58%) returned responses. Collectively, students indicated watching 57.2% of lectures live, 29.4% recorded, and 3.8% using both methods. All students have watched recorded lectures, and most (88.5%) have used video-accelerating technologies. When using accelerated, video-recorded lecture as opposed to attending lecture, students felt they were more likely to increase their speed of knowledge acquisition (79.3% of students), look up additional information (67.7%), stay focused (64.8%), and learn more (63.7%). Live attendance remains the predominant method for viewing lectures. However, students find accelerated, video-recorded lectures equally or more valuable. Although educators may be uncomfortable with the fundamental change in the learning process represented by video-recorded lecture use, students' responses indicate that their decisions to attend lectures or view recorded lectures are motivated primarily by a desire to satisfy their professional goals. A challenge remains for educators to incorporate technologies students find useful while creating an interactive learning culture.

  19. Toddler learning from video: Effect of matched pedagogical cues.

    PubMed

    Lauricella, Alexis R; Barr, Rachel; Calvert, Sandra L

    2016-11-01

    Toddlers learn about their social world by following visual and verbal cues from adults, but they have difficulty transferring what they see in one context to another (e.g., from a screen to real life). Therefore, it is important to understand how the use of matched pedagogical cues, specifically adult eye gaze and language, influence toddlers' imitation from live and digital presentations. Fifteen- and 18-month-old toddlers (N=123) were randomly assigned to one of four experimental conditions or a baseline control condition. The four experimental conditions differed as a function of the interactive cues (audience gaze with interactive language or object gaze with non-interactive language) and presentation type (live or video). Results indicate that toddlers' successfully imitate a task when eye gaze was directed at the object or at the audience and equally well when the task was demonstrated live or via video. All four experimental conditions performed significantly better than the baseline control, indicating learned behavior. Additionally, results demonstrate that girls attended more to the demonstrations and outperformed the boys on the imitation task. In sum, this study demonstrates that young toddlers can learn from video when the models use matched eye gaze and verbal cues, providing additional evidence for ways in which the transfer deficit effect can be ameliorated. Copyright © 2016 Elsevier Inc. All rights reserved.

  20. A design for living technology: experiments with the mind time machine.

    PubMed

    Ikegami, Takashi

    2013-01-01

    Living technology aims to help people expand their experiences in everyday life. The environment offers people ways to interact with it, which we call affordances. Living technology is a design for new affordances. When we experience something new, we remember it by the way we perceive and interact with it. Recent studies in neuroscience have led to the idea of a default mode network, which is a baseline activity of a brain system. The autonomy of artificial life must be understood as a sort of default mode that self-organizes its baseline activity, preparing for its external inputs and its interaction with humans. I thus propose a method for creating a suitable default mode as a design principle for living technology. I built a machine called the mind time machine (MTM), which runs continuously for 10 h per day and receives visual data from its environment using 15 video cameras. The MTM receives and edits the video inputs while it self-organizes the momentary now. Its base program is a neural network that includes chaotic dynamics inside the system and a meta-network that consists of video feedback systems. Using this system as the hardware and a default mode network as a conceptual framework, I describe the system's autonomous behavior. Using the MTM as a testing ground, I propose a design principle for living technology.

  1. Using Interactive Broadband Multicasting in a Museum Lifelong Learning Program.

    ERIC Educational Resources Information Center

    Steinbach, Leonard

    The Cleveland Museum of Art has embarked on an innovative approach for delivering high quality video-on-demand and live interactive cultural programming, along with Web-based complementary material, to seniors in assisted living residence facilities, community-based centers, and disabled persons in their homes. The project is made possible in part…

  2. Three- and 4-year-old children's response tendencies to various interviewers.

    PubMed

    Okanda, Mako; Kanda, Takayuki; Ishiguro, Hiroshi; Itakura, Shoji

    2013-09-01

    Unlike young preschoolers, older preschoolers may exhibit a response bias under social pressure from authoritative interviewers. To examine this, 3- and 4-year-old preschoolers were asked yes-no questions about familiar and unfamiliar objects in three conditions. In one condition an adult asked them questions in a live interaction, in a second condition an adult asked questions via video, and in a third condition a robot asked questions via video. The 3-year-olds exhibited a yes bias-a tendency to say "yes"-in nearly all conditions. The only exception was when they were asked questions about unfamiliar objects by the human interviewer via video, where they did not respond in a biased manner. The 4-year-olds exhibited a yes bias in only one condition-when they were questioned by a live human interviewer about both objects. They also exhibited a nay-saying bias when asked questions about unfamiliar objects in both video conditions, and they did not show any response bias in other conditions. The results suggest that the social pressure from an authoritative adult in a live interaction is problematic. Copyright © 2013 Elsevier Inc. All rights reserved.

  3. A Field Trip without Buses: Connecting Your Students to Scientists through a Virtual Visit

    ERIC Educational Resources Information Center

    Adedokun, Omolola; Parker, Loran Carleton; Loizzo, Jamie; Burgess, Wilella; Robinson, J. Paul

    2011-01-01

    One school offers zipTrips as an alternative to actual field trips taken outside of school. ZipTrips are web- and broadcast-delivered electronic field trips that include online videos, lesson plans, and a live, 45-minute interactive program consisting of four core components: an in-studio audience, live interaction with scientists, prerecorded…

  4. A Challenge for Developers: Preserving the Interactivity of Human Relations in a Standalone Application.

    ERIC Educational Resources Information Center

    Mazur, F. E.

    1993-01-01

    Describes the efforts taken by the Cornell Interactive Theater Ensemble to provide interactive human relations training on date rape using live dramatizations, video with facilitated audience participation, and an electronic multimedia format with decision trees for interactive involvement. (EA)

  5. High autistic trait individuals do not modulate gaze behaviour in response to social presence but look away more when actively engaged in an interaction.

    PubMed

    von dem Hagen, Elisabeth A H; Bright, Naomi

    2017-02-01

    Autism is characterised by difficulties in social functioning, notably in interactions with other people. Yet, most studies addressing social difficulties have used static images or, at best, videos of social stimuli, with no scope for real interaction. Here, we study one crucial aspect of social interactions-gaze behaviour-in an interactive setting. First, typical individuals were shown videos of an experimenter and, by means of a deception procedure, were either led to believe that the experimenter was present via a live video-feed or was pre-recorded. Participants' eye movements revealed that when passively viewing an experimenter they believed to be "live," they looked less at that person than when they believed the experimenter video was pre-recorded. Interestingly, this reduction in viewing behaviour in response to the believed "live" presence of the experimenter was absent in individuals high in autistic traits, suggesting a relative insensitivity to social presence alone. When participants were asked to actively engage in a real-time interaction with the experimenter, however, high autistic trait individuals looked significantly less at the experimenter relative to low autistic trait individuals. The results reinforce findings of atypical gaze behaviour in individuals high in autistic traits, but suggest that active engagement in a social interaction may be important in eliciting reduced looking. We propose that difficulties with the spatio-temporal dynamics associated with real social interactions rather than underlying difficulties processing the social stimulus itself may drive these effects. The results underline the importance of developing ecologically valid methods to investigate social cognition. Autism Res 2017, 10: 359-368. © 2016 The Authors Autism Research published by Wiley Periodicals, Inc. on behalf of International Society for Autism Research. © 2016 The Authors Autism Research published by Wiley Periodicals, Inc. on behalf of International Society for Autism Research.

  6. Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling

    ERIC Educational Resources Information Center

    Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah

    2010-01-01

    Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…

  7. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    ERIC Educational Resources Information Center

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  8. Take-home video for adult literacy

    NASA Astrophysics Data System (ADS)

    Yule, Valerie

    1996-01-01

    In the past, it has not been possible to "teach oneself to read" at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experimental adult literacy project using video technology. The language used is English, but the basic concepts apply to any alphabetic or syllabic writing system. A half-hour cartoon video can help adults and adolescents with learning difficulties. Computer-animated cartoon graphics are attractive to look at, and simplify complex material in a clear, lively way. This video technique is also proving useful for distance learners, children, and learners of English as a second language. Methods and principles are to be extended using interactive compact discs.

  9. Passport to Knowledge: Electronic Field Trips to Scientific Frontiers Via Interactive TV and the Internet

    NASA Technical Reports Server (NTRS)

    Haines-Stiles, Geoff

    1995-01-01

    The Passport to Knowledge project delivered its initial 3-year NASA supported activity in December 1994 and January 1995. Live from Antarctica was an integrated, multimedia activity, including four one hour-long video programs, all with live components as well as taped segments, together with an extensive online element containing interactive as well as background information, and the printed Live from Antarctica Teacher's Guide, suggesting hands-on, in-class activities.

  10. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    NASA Astrophysics Data System (ADS)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  11. Do-It-Yourself Whiteboard-Style Physics Video Lectures

    NASA Astrophysics Data System (ADS)

    Douglas, Scott Samuel; Aiken, John Mark; Greco, Edwin; Schatz, Michael; Lin, Shih-Yin

    2017-01-01

    Video lectures are increasingly being used in physics instruction. For example, video lectures can be used to "flip" the classroom, i.e., to deliver, via the Internet, content that is traditionally transmitted by in-class lectures (e.g., presenting concepts, working examples, etc.), thereby freeing up classroom time for more interactive instruction. To date, most video lectures are live lecture recordings or screencasts. The hand-animated "whiteboard" video is an alternative to these more common styles and affords unique creative opportunities such as stop-motion animation or visual "demonstrations" of phenomena that would be difficult to demo in a classroom. In the spring of 2013, a series of whiteboard-style videos were produced to provide video lecture content for Georgia Tech introductory physics instruction, including flipped courses and a MOOC. This set of videos (which also includes screencasts and live recordings) can be found on the "Your World is Your Lab" YouTube channel. In this article, we describe this method of video production, which is suitable for an instructor working solo or in collaboration with students; we explore students' engagement with these videos in a separate work. A prominent example of whiteboard animation is the "Minute Physics" video series by Henry Reich, whose considerable popularity and accessible, cartoony style were the original inspiration for our own video lectures.

  12. Games Children Play: The Effects of Media Violence on Young Children.

    ERIC Educational Resources Information Center

    Wellisch, Mimi

    2000-01-01

    Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…

  13. A web-based system for home monitoring of patients with Parkinson's disease using wearable sensors.

    PubMed

    Chen, Bor-Rong; Patel, Shyamal; Buckley, Thomas; Rednic, Ramona; McClure, Douglas J; Shih, Ludy; Tarsy, Daniel; Welsh, Matt; Bonato, Paolo

    2011-03-01

    This letter introduces MercuryLive, a platform to enable home monitoring of patients with Parkinson's disease (PD) using wearable sensors. MercuryLive contains three tiers: a resource-aware data collection engine that relies upon wearable sensors, web services for live streaming and storage of sensor data, and a web-based graphical user interface client with video conferencing capability. Besides, the platform has the capability of analyzing sensor (i.e., accelerometer) data to reliably estimate clinical scores capturing the severity of tremor, bradykinesia, and dyskinesia. Testing results showed an average data latency of less than 400 ms and video latency of about 200 ms with video frame rate of about 13 frames/s when 800 kb/s of bandwidth were available and we used a 40% video compression, and data feature upload requiring 1 min of extra time following a 10 min interactive session. These results indicate that the proposed platform is suitable to monitor patients with PD to facilitate the titration of medications in the late stages of the disease.

  14. Using Research-Based Interactive Video Vignettes to Enhance Out-of-Class Learning in Introductory Physics

    NASA Astrophysics Data System (ADS)

    Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert

    2015-02-01

    Ever since the first generalized computer-assisted instruction system (PLATO1) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online homework and course management systems, both as blended learning and online courses. Meanwhile, introductory physics instructors have been implementing new approaches to teaching based on the outcomes of Physics Education Research (PER). A common theme of PER-based instruction has been the use of active-learning strategies designed to help students overcome alternative conceptions that they often bring to the study of physics.2 Unfortunately, while classrooms have become more active, online learning typically relies on passive lecture videos or Kahn-style3 tablet drawings. To bring active learning online, the LivePhoto Physics Group has been developing Interactive Video Vignettes (IVVs) that add interactivity and PER-based elements to short presentations. These vignettes incorporate web-based video activities that contain interactive elements and typically require students to make predictions and analyze real-world phenomena.

  15. Iowa Distance Education Alliance. Preliminary Evaluation Report, October 1995-May 1996.

    ERIC Educational Resources Information Center

    Sorensen, Chris; And Others

    In 1992 and 1995, Iowa received statewide Star Schools grants to demonstrate the use of fiber-optic technology to provide live, two-way, full-motion interactive instruction which allows greater levels of interactivity than previous forms of distance instruction. The grant allowed the state to equip over 100 fully interactive video classrooms in…

  16. Televised Self-Confrontation and Recalled Affect: A New Look at Videotape Recall

    ERIC Educational Resources Information Center

    Katz, David; Resnikoff, Arthur

    1977-01-01

    The extent to which individuals can recall feelings they experienced during a dyadic interaction, when shown a televised replay of that interaction, was investigated. Pairs of subjects (N=10) were trained rate their degree of comfort or discomfort during the actual ("live") interaction and, subsequently, as they watched a video-taped replay of…

  17. Text Detection, Tracking and Recognition in Video: A Comprehensive Survey.

    PubMed

    Yin, Xu-Cheng; Zuo, Ze-Yu; Tian, Shu; Liu, Cheng-Lin

    2016-04-14

    Intelligent analysis of video data is currently in wide demand because video is a major source of sensory data in our lives. Text is a prominent and direct source of information in video, while recent surveys of text detection and recognition in imagery [1], [2] focus mainly on text extraction from scene images. Here, this paper presents a comprehensive survey of text detection, tracking and recognition in video with three major contributions. First, a generic framework is proposed for video text extraction that uniformly describes detection, tracking, recognition, and their relations and interactions. Second, within this framework, a variety of methods, systems and evaluation protocols of video text extraction are summarized, compared, and analyzed. Existing text tracking techniques, tracking based detection and recognition techniques are specifically highlighted. Third, related applications, prominent challenges, and future directions for video text extraction (especially from scene videos and web videos) are also thoroughly discussed.

  18. Acceptability of instructional videos.

    PubMed

    Rayyan, Mohammad; Elagra, Marwa; Alfataftah, Nida; Alammar, Amirah

    2017-08-01

    Over the past few decades, instructional videos have been incorporated as important tools in the dental classroom setting. This study aimed to investigate the acceptability of video demonstrations in comparison with live broadcasting and with the traditional face-to-face demonstrations in preclinical fixed prosthodontic classes. A group of dental students who have been exposed to three different methods of delivering practical demonstrations - face-to-face demonstrations, live broadcasting and recorded instructional videos - were included in the study. Preferences regarding these three methods were investigated using a questionnaire comprising a number of closed- and open-ended questions. Descriptive statistics were used to analyse the survey data using spss software. Survey comments were summarised and coded into categories. A total of 163 questionnaires were distributed, and 145 responses were returned (a response rate of 89%). Ninety-two students (63%) considered the recorded video demonstrations to be the most convenient. Moreover, ninety-seven students (67%) found live demonstrations to be the least convenient. The majority of students either agreed (67 students) or strongly agreed (60 students) that watching the video before the session made it easier for them to perform the procedure in the lab. Recorded instructional videos were the preferred method of delivering practical demonstrations for students in the preclinical courses of fixed prosthodontics. Instructors must focus on using the technological aids to increase their positive interaction with students. Instructional videos have been incorporated as important tools in the dental classroom setting. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  19. Self-Recognition in Live Videos by Young Children: Does Video Training Help?

    ERIC Educational Resources Information Center

    Demir, Defne; Skouteris, Helen

    2010-01-01

    The overall aim of the experiment reported here was to establish whether self-recognition in live video can be facilitated when live video training is provided to children aged 2-2.5 years. While the majority of children failed the test of live self-recognition prior to video training, more than half exhibited live self-recognition post video…

  20. Immersive Photography Renders 360 degree Views

    NASA Technical Reports Server (NTRS)

    2008-01-01

    An SBIR contract through Langley Research Center helped Interactive Pictures Corporation, of Knoxville, Tennessee, create an innovative imaging technology. This technology is a video imaging process that allows real-time control of live video data and can provide users with interactive, panoramic 360 views. The camera system can see in multiple directions, provide up to four simultaneous views, each with its own tilt, rotation, and magnification, yet it has no moving parts, is noiseless, and can respond faster than the human eye. In addition, it eliminates the distortion caused by a fisheye lens, and provides a clear, flat view of each perspective.

  1. Collaboration for Education with the Apple Learning Interchange

    NASA Astrophysics Data System (ADS)

    Young, Patrick A.; Zimmerman, T.; Knierman, K. A.

    2006-12-01

    We present a progressive effort to deliver online education and outreach resources in collaboration with the Apple Learning Interchange, a free community for educators. We have created a resource site with astronomy activities, video training for the activities, and the possibility of interactive training through video chat services. Also in development is an online textbook for graduate and advanced undergraduate courses in stellar evolution, featuring an updatable and annotated text with multimedia content, online lectures, podcasts, and a framework for interactive simulation activities. Both sites will be highly interactive, combining online discussions, the opportunity for live video interaction, and a growing library of student work samples. This effort promises to provide a compelling model for collaboration between science educators and corporations. As scientists, we provide content knowledge and a compelling reason to communicate, while Apple provides technical expertise, a deep knowledge of online education, and a way for us to reach a wide audience of higher education, community outreach, and K-12 educators.

  2. Affective facial expression in sub-clinically depressed and non-depressed mothers during contingent and non-contingent face-to-face interactions with their infants.

    PubMed

    Braarud, Hanne Cecilie; Skotheim, Siv; Høie, Kjartan; Markhus, Maria Wik; Kjellevold, Marian; Graff, Ingvild Eide; Berle, Jan Øystein; Stormark, Kjell Morten

    2017-08-01

    Depression in the postpartum period involves feelings of sadness, anxiety and irritability, and attenuated feelings of pleasure and comfort with the infant. Even mild- to- moderate symptoms of depression seem to have an impact on caregivers affective availability and contingent responsiveness. The aim of the present study was to investigate non-depressed and sub-clinically depressed mothers interest and affective expression during contingent and non-contingent face-to-face interaction with their infant. The study utilized a double video (DV) set-up. The mother and the infant were presented with live real-time video sequences, which allowed for mutually responsive interaction between the mother and the infant (Live contingent sequences), or replay sequences where the interaction was set out of phase (Replay non-contingent sequences). The DV set-up consisted of five sequences: Live1-Replay1-Live2-Replay2-Live3. Based on their scores on the Edinburgh Postnatal Depression Scale (EPDS), the mothers were divided into a non-depressed and a sub-clinically depressed group (EPDS score≥6). A three-way split-plot ANOVA showed that the sub-clinically depressed mothers displayed the same amount of positive and negative facial affect independent of the quality of the interaction with the infants. The non-depressed mothers displayed more positive facial affect during the non-contingent than the contingent interaction sequences, while there was no such effect for negative facial affect. The results indicate that sub-clinically level depressive symptoms influence the mothers' affective facial expression during early face-to-face interaction with their infants. One of the clinical implications is to consider even sub-clinical depressive symptoms as a risk factor for mother-infant relationship disturbances. Copyright © 2017 The Authors. Published by Elsevier Inc. All rights reserved.

  3. Interactive video dance games for healthy older adults.

    PubMed

    Studenski, S; Perera, S; Hile, E; Keller, V; Spadola-Bogard, J; Garcia, J

    2010-12-01

    Physical activity promotes health in older adults but participation rates are low. Interactive video dance games can increase activity in young persons but have not been designed for use with older adults. The purpose of this research was to evaluate healthy older adults' interest and participation in a dance game adapted for an older user. Healthy older adults were recruited from 3 senior living settings and offered three months of training and supervision using a video dance game designed for older people. Before and after the program, data was collected on vital signs, physical function and self reported quality of life. Feedback was obtained during and after training. Of 36 persons who entered (mean age 80.1 + 5.4 years, 83 % female), 25 completed the study. Completers were healthier than noncompleters. Completers showed gains in narrow walk time, self-reported balance confidence and mental health. While there were no serious adverse events, 4 of 11 noncompleters withdrew due to musculoskeletal complaints. Adapted Interactive video dance is feasible for some healthy older adults and may help achieve physical activity goals.

  4. Virtual viewpoint synthesis in multi-view video system

    NASA Astrophysics Data System (ADS)

    Li, Fang; Yang, Shiqiang

    2005-07-01

    In this paper, we present a virtual viewpoint video synthesis algorithm to satisfy the following three aims: low computing consuming; real time interpolation and acceptable video quality. In contrast with previous technologies, this method obtain incompletely 3D structure using neighbor video sources instead of getting total 3D information with all video sources, so that the computation is reduced greatly. So we demonstrate our interactive multi-view video synthesis algorithm in a personal computer. Furthermore, adopting the method of choosing feature points to build the correspondence between the frames captured by neighbor cameras, we need not require camera calibration. Finally, our method can be used when the angle between neighbor cameras is 25-30 degrees that it is much larger than common computer vision experiments. In this way, our method can be applied into many applications such as sports live, video conference, etc.

  5. Piloting Telepresence-Enabled Education and Outreach Programs from a UNOLS Ship - Live Interactive Broadcasts from the R/V Endeavor

    NASA Astrophysics Data System (ADS)

    Pereira, M.; Coleman, D.; Donovan, S.; Sanders, R.; Gingras, A.; DeCiccio, A.; Bilbo, E.

    2016-02-01

    The University of Rhode Island's R/V Endeavor was recently equipped with a new satellite telecommunication system and a telepresence system to enable live ship-to-shore broadcasts and remote user participation through the Inner Space Center. The Rhode Island Endeavor Program, which provides state-funded ship time to support local oceanographic research and education, funded a 5-day cruise off the Rhode Island coast that involved a multidisciplinary team of scientists, engineers, students, educators and video producers. Using two remotely operated vehicle (ROV) systems, several dives were conducted to explore various shipwrecks including the German WWII submarine U-853. During the cruise, a team of URI ocean engineers supported ROV operations and performed engineering tests of a new manipulator. Colleagues from the United States Coast Guard Academy operated a small ROV to collect imagery and environmental data around the wreck sites. Additionally, a team of engineers and oceanographers from URI tested a new acoustic sound source and small acoustic receivers developed for a fish tracking experiment. The video producers worked closely with the participating scientists, students and two high school science teachers to communicate the oceanographic research during live educational broadcasts streamed into Rhode Island classrooms, to the public Internet, and directly to Rhode Island Public Television. This work contributed to increasing awareness of possible career pathways for the Rhode Island K-12 population, taught about active oceanographic research projects, and engaged the public in scientific adventures at sea. The interactive nature of the broadcasts included live responses to questions submitted online and live updates and feedback using social media tools. This project characterizes the power of telepresence and video broadcasting to engage diverse learners and exemplifies innovative ways to utilize social media and the Internet to draw a varied audience.

  6. Brief Report: Use of Interactive Television in Identifying Autism in Young Children--Methodology and Preliminary Data

    ERIC Educational Resources Information Center

    Reese, R. Matthew; Jamison, T. Rene; Braun, Matt; Wendland, Maura; Black, William; Hadorn, Megan; Nelson, Eve-Lynn; Prather, Carole

    2015-01-01

    Children living in rural and underserved areas experience decreased access to health care services and are often diagnosed with autism at a later age compared to those living in urban or suburban areas. This study examines the utility and validity of an ASD assessment protocol conducted via video conferencing (VC). Participants (n = 17) included…

  7. Attracting STEM talent: do STEM students prefer traditional or work/life-interaction labs?

    PubMed

    DeFraine, William C; Williams, Wendy M; Ceci, Stephen J

    2014-01-01

    The demand for employees trained in science, technology, engineering, and mathematics (STEM) fields continues to increase, yet the number of Millennial students pursuing STEM is not keeping pace. We evaluated whether this shortfall is associated with Millennials' preference for flexibility and work/life-interaction in their careers-a preference that may be inconsistent with the traditional idea of a science career endorsed by many lab directors. Two contrasting approaches to running STEM labs and training students were explored, and we created a lab recruitment video depicting each. The work-focused video emphasized the traditional notions of a science lab, characterized by long work hours and a focus on individual achievement and conducting research above all else. In contrast, the work/life-interaction-focused video emphasized a more progressive view - lack of demarcation between work and non-work lives, flexible hours, and group achievement. In Study 1, 40 professors rated the videos, and the results confirmed that the two lab types reflected meaningful real-world differences in training approaches. In Study 2, we recruited 53 current and prospective graduate students in STEM fields who displayed high math-identification and a commitment to science careers. In a between-subjects design, they watched one of the two lab-recruitment videos, and then reported their anticipated sense of belonging to and desire to participate in the lab depicted in the video. Very large effects were observed on both primary measures: Participants who watched the work/life-interaction-focused video reported a greater sense of belonging to (d = 1.49) and desire to participate in (d = 1.33) the lab, relative to participants who watched the work-focused video. These results suggest Millennials possess a strong desire for work/life-interaction, which runs counter to the traditional lab-training model endorsed by many lab directors. We discuss implications of these findings for STEM recruitment.

  8. Attracting STEM Talent: Do STEM Students Prefer Traditional or Work/Life-Interaction Labs?

    PubMed Central

    DeFraine, William C.; Williams, Wendy M.; Ceci, Stephen J.

    2014-01-01

    The demand for employees trained in science, technology, engineering, and mathematics (STEM) fields continues to increase, yet the number of Millennial students pursuing STEM is not keeping pace. We evaluated whether this shortfall is associated with Millennials' preference for flexibility and work/life-interaction in their careers-a preference that may be inconsistent with the traditional idea of a science career endorsed by many lab directors. Two contrasting approaches to running STEM labs and training students were explored, and we created a lab recruitment video depicting each. The work-focused video emphasized the traditional notions of a science lab, characterized by long work hours and a focus on individual achievement and conducting research above all else. In contrast, the work/life-interaction-focused video emphasized a more progressive view – lack of demarcation between work and non-work lives, flexible hours, and group achievement. In Study 1, 40 professors rated the videos, and the results confirmed that the two lab types reflected meaningful real-world differences in training approaches. In Study 2, we recruited 53 current and prospective graduate students in STEM fields who displayed high math-identification and a commitment to science careers. In a between-subjects design, they watched one of the two lab-recruitment videos, and then reported their anticipated sense of belonging to and desire to participate in the lab depicted in the video. Very large effects were observed on both primary measures: Participants who watched the work/life-interaction-focused video reported a greater sense of belonging to (d = 1.49) and desire to participate in (d = 1.33) the lab, relative to participants who watched the work-focused video. These results suggest Millennials possess a strong desire for work/life-interaction, which runs counter to the traditional lab-training model endorsed by many lab directors. We discuss implications of these findings for STEM recruitment. PMID:24587044

  9. Teaching child development to medical students.

    PubMed

    Clark, Brenda; Andrews, Debra; Taghaddos, Soreh; Dinu, Irina

    2012-12-01

    Several published strategies on teaching the screening of normal child development were integrated into a small group learning experience for second-year medical students to address practical and logistical problems of approaches used individually. This study examines the effectiveness of this integrated approach using student evaluations. A total of 191 second-year university medical and dental students were invited to participate. Well-described learning objectives, the Ages and Stages Questionnaire (ASQ), live parent-child dyads and video backup were used. Students rotated through three small group stations. Feedback was provided using a Likert scale (from 1, low, to 5, high) and written comments. Consent was obtained. Live parent-child dyads versus video clip groups were analysed by averaging overall scores. Generalised estimating equation (GEE) analysis in stata (Stata Corporation, College Station, Texas) was used for comparing the two groups. A total of 178 students (93%) agreed to participate and filled out the evaluation forms. The overall score on the Likert scale was 4.6 (range 4-5). On two occasions video clips were substituted for live parent-child dyad presentations in one of the three stations. These students (n=43, rating 4.61/5) rated their experience as comparable with those who had three live family stations (n=135, rating 4.56/5). Student comments were grouped into broad themes, with most being positive about their learning experience. This integrated approach is highly acceptable. Video clip usage, live dyads, clear written objectives and use of a standardised screening tool preserved the interaction and immediacy of a clinical encounter, while maintaining consistency in content. © Blackwell Publishing Ltd 2012.

  10. In-office distance learning for practitioners.

    PubMed

    Klein, Katherine P; Miller, Kenneth T; Brown, Matthew W; Proffit, William R

    2011-07-01

    Distance learning studies involving orthodontic residents have shown that, although residents prefer being live and interactive with an instructor, they learn almost as much from watching a recorded interactive seminar followed by a live discussion. Our objective in this study was to test the acceptability and perceived effectiveness of using recorded interactive seminars and video conference follow-up discussions for in-office continuing education. Four small groups of practitioners (total, n = 23) were asked to prepare for, view, and then discuss previously recorded interactive seminars on a variety of subjects; a fifth group (5 previous participants) had live discussions of 3 topics without viewing a prerecorded seminar. All discussions were via video conference through typical broadband Internet connections, by using either WebEx (Cisco, Santa Clara, Calif) or Elluminate (Pleasanton, Calif) software. The participants evaluated their experiences by rating presented statements on a 7-point Likert scale and by providing open-ended responses. Twenty-two of the 23 participants agreed (with varying degrees of enthusiasm) that this was an enjoyable, effective way to learn, and that they would like to participate in this type of learning in the future. Everyone agreed that they would recommend this method of learning to others. The age and experience of the participants had only minor effects on their perceptions of acceptance and acceptability. The use of recorded seminars followed by live interaction through videoconferencing can be an acceptable and effective method of providing continuing education to the home or office of orthodontists in private practice, potentially saving them both time and travel expenses. Copyright © 2011 American Association of Orthodontists. Published by Mosby, Inc. All rights reserved.

  11. A comparison of two forms of teaching instruction: video vs. live lecture for education in clinical periodontology.

    PubMed

    Ramlogan, S; Raman, V; Sweet, J

    2014-02-01

    This crossover controlled study aimed to compare the knowledge and skill attained by third-year dental students in three clinical exercises in the discipline of periodontology through video and live lecture instruction. Students (n = 35) segregated into two group either viewed a video or attended a live lecture repeated over three clinical teaching sessions. Pre-test and post-test written assessments were completed and comparisons between video and live lecture done (analysis of variance, P < 0.05). Students were assessed on clinic by a simple checklist. A questionnaire was administered after all three sessions to determine preferences and opinions on video and live lecture. For the combined three sessions, both video (n = 48) and live lecture (n = 47) groups attained similar mean pre-test scores. The mean post-test score was statistically significantly greater (P = 0.049) for the live lecture (74.9%, SD 14.9) compared to the video group (68.6%, SD 16.3). All students attained clinical proficiency via the simple checklist. In adding to their clinical skill, more students favoured video (97%) vs. live lecture (78.8%). Most students (97%) favoured a future combination of video and lecture. While students were deemed clinically competent via a simple checklist, the live lecture group performed better than the video group via the in-depth post-test assessment. Students had a preference for video and would like it integrated in the lecture rather than act as a substitute for the lecture. The use of video alone in clinical periodontology training may have limitations unless supplemented by appropriate learning activities. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  12. Virtual Campus Tours.

    ERIC Educational Resources Information Center

    Jarrell, Andrea

    1999-01-01

    College campus "tours" offered online have evolved to include 360-degree views, live video, animation, talking tour guides, interactive maps with photographic links, and detailed information about buildings, departments, and programs. Proponents feel they should enhance, not replace, real tours. The synergy between the virtual tour and…

  13. Prosodic Modification and Vocal Adjustments in Mothers' Speech during Face-to-Face Interaction with Their Two- to Four-Month-Old Infants: A Double Video Study

    ERIC Educational Resources Information Center

    Braarud, Hanne Cecilie; Stormark, Kjell Morten

    2008-01-01

    The purpose of this study was to examine 32 mothers' sensitivity to social contingency during face-to-face interaction with their two- to four-month-old infants in a closed circuit TV set-up. Prosodic qualities and vocal sounds in mother's infant-directed (ID) speech during sequences of live interaction were compared to sequences where expressive…

  14. Using video playbacks to study visual communication in a marine fish, Salaria pavo.

    PubMed

    Gonçalves; Oliveira; Körner; Poschadel; Schlupp

    2000-09-01

    Video playbacks have been successfully applied to the study of visual communication in several groups of animals. However, this technique is controversial as video monitors are designed with the human visual system in mind. Differences between the visual capabilities of humans and other animals will lead to perceptually different interpretations of video images. We simultaneously presented males and females of the peacock blenny, Salaria pavo, with a live conspecific male and an online video image of the same individual. Video images failed to elicit appropriate responses. Males were aggressive towards the live male but not towards video images of the same male. Similarly, females courted only the live male and spent more time near this stimulus. In contrast, females of the gynogenetic poecilid Poecilia formosa showed an equal preference for a live and video image of a P. mexicana male, suggesting a response to live animals as strong as to video images. We discuss differences between the species that may explain their opposite reaction to video images. Copyright 2000 The Association for the Study of Animal Behaviour.

  15. Social Network Extraction and Analysis Based on Multimodal Dyadic Interaction

    PubMed Central

    Escalera, Sergio; Baró, Xavier; Vitrià, Jordi; Radeva, Petia; Raducanu, Bogdan

    2012-01-01

    Social interactions are a very important component in people’s lives. Social network analysis has become a common technique used to model and quantify the properties of social interactions. In this paper, we propose an integrated framework to explore the characteristics of a social network extracted from multimodal dyadic interactions. For our study, we used a set of videos belonging to New York Times’ Blogging Heads opinion blog. The Social Network is represented as an oriented graph, whose directed links are determined by the Influence Model. The links’ weights are a measure of the “influence” a person has over the other. The states of the Influence Model encode automatically extracted audio/visual features from our videos using state-of-the art algorithms. Our results are reported in terms of accuracy of audio/visual data fusion for speaker segmentation and centrality measures used to characterize the extracted social network. PMID:22438733

  16. Augmenting the access grid using augmented reality

    NASA Astrophysics Data System (ADS)

    Li, Ying

    2012-01-01

    The Access Grid (AG) targets an advanced collaboration environment, with which multi-party group of people from remote sites can collaborate over high-performance networks. However, current AG still employs VIC (Video Conferencing Tool) to offer only pure video for remote communication, while most AG users expect to collaboratively refer and manipulate the 3D geometric models of grid services' results in live videos of AG session. Augmented Reality (AR) technique can overcome the deficiencies with its characteristics of combining virtual and real, real-time interaction and 3D registration, so it is necessary for AG to utilize AR to better assist the advanced collaboration environment. This paper introduces an effort to augment the AG by adding support for AR capability, which is encapsulated in the node service infrastructure, named as Augmented Reality Service (ARS). The ARS can merge the 3D geometric models of grid services' results and real video scene of AG into one AR environment, and provide the opportunity for distributed AG users to interactively and collaboratively participate in the AR environment with better experience.

  17. The Lived Experience of In-Service Teachers Using Synchronous Technology: A Phenomenological Study

    ERIC Educational Resources Information Center

    Vasquez, Sarah T.

    2017-01-01

    Unlike most online professional development opportunities, synchronous technology affords immediate communications for discussion and feedback while interacting with participants simultaneously through text, audio, video, and screen sharing. The purpose of this study is to find answers to meet the practical need to inform, design, and implement…

  18. Visual Self-Recognition in Mirrors and Live Videos: Evidence for a Developmental Asynchrony

    ERIC Educational Resources Information Center

    Suddendorf, Thomas; Simcock, Gabrielle; Nielsen, Mark

    2007-01-01

    Three experiments (N = 123) investigated the development of live-video self-recognition using the traditional mark test. In Experiment 1, 24-, 30- and 36-month-old children saw a live video image of equal size and orientation as a control group saw in a mirror. The video version of the test was more difficult than the mirror version with only the…

  19. Digital Video of Live-Scan Fingerprint Data

    National Institute of Standards and Technology Data Gateway

    NIST Digital Video of Live-Scan Fingerprint Data (PC database for purchase)   NIST Special Database 24 contains MPEG-2 (Moving Picture Experts Group) compressed digital video of live-scan fingerprint data. The database is being distributed for use in developing and testing of fingerprint verification systems.

  20. Maximizing ship-to-shore connections via telepresence technologies

    NASA Astrophysics Data System (ADS)

    Fundis, A. T.; Kelley, D. S.; Proskurowski, G.; Delaney, J. R.

    2012-12-01

    Live connections to offshore oceanographic research via telepresence technologies enable onshore scientists, students, and the public to observe and participate in active research as it is happening. As part of the ongoing construction effort of the NSF's Ocean Observatories Initiative's cabled network, the VISIONS'12 expedition included a wide breadth of activities to allow the public, students, and scientists to interact with a sea-going expedition. Here we describe our successes and lessons learned in engaging these onshore audiences through the various outreach efforts employed during the expedition including: 1) live high-resolution video and audio streams from the seafloor and ship; 2) live connections to science centers, aquaria, movie theaters, and undergraduate classrooms; 3) social media interactions; and 4) an onboard immersion experience for undergraduate and graduate students.

  1. Images in Language: Metaphors and Metamorphoses. Visual Learning. Volume 1

    ERIC Educational Resources Information Center

    Benedek, Andras, Ed.; Nyiri, Kristof, Ed.

    2011-01-01

    Learning and teaching are faced with radically new challenges in today's rapidly changing world and its deeply transformed communicational environment. We are living in an era of images. Contemporary visual technology--film, video, interactive digital media--is promoting but also demanding a new approach to education: the age of visual learning…

  2. Development and preliminary validation of an interactive remote physical therapy system.

    PubMed

    Mishra, Anup K; Skubic, Marjorie; Abbott, Carmen

    2015-01-01

    In this paper, we present an interactive physical therapy system (IPTS) for remote quantitative assessment of clients in the home. The system consists of two different interactive interfaces connected through a network, for a real-time low latency video conference using audio, video, skeletal, and depth data streams from a Microsoft Kinect. To test the potential of IPTS, experiments were conducted with 5 independent living senior subjects in Kansas City, MO. Also, experiments were conducted in the lab to validate the real-time biomechanical measures calculated using the skeletal data from the Microsoft Xbox 360 Kinect and Microsoft Xbox One Kinect, with ground truth data from a Vicon motion capture system. Good agreements were found in the validation tests. The results show potential capabilities of the IPTS system to provide remote physical therapy to clients, especially older adults, who may find it difficult to visit the clinic.

  3. Live lecture versus video podcast in undergraduate medical education: A randomised controlled trial.

    PubMed

    Schreiber, Benjamin E; Fukuta, Junaid; Gordon, Fabiana

    2010-10-08

    Information technology is finding an increasing role in the training of medical students. We compared information recall and student experience and preference after live lectures and video podcasts in undergraduate medical education. We performed a crossover randomised controlled trial. 100 students were randomised to live lecture or video podcast for one clinical topic. Live lectures were given by the same instructor as the narrator of the video podcasts. The video podcasts comprised Powerpoint™ slides narrated using the same script as the lecture. They were then switched to the other group for a second clinical topic. Knowledge was assessed using multiple choice questions and qualitative information was collected using a questionnaire. No significant difference was found on multiple choice questioning immediately after the session. The subjects enjoyed the convenience of the video podcast and the ability to stop, review and repeat it, but found it less engaging as a teaching method. They expressed a clear preference for the live lecture format. We suggest that video podcasts are not ready to replace traditional teaching methods, but may have an important role in reinforcing learning and aiding revision.

  4. Webcam Stories

    ERIC Educational Resources Information Center

    Clidas, Jeanne

    2011-01-01

    Stories, steeped in science content and full of specific information, can be brought into schools and homes through the power of live video streaming. Video streaming refers to the process of viewing video over the internet. These videos may be live (webcam feeds) or recorded. These stories are engaging and inspiring. They offer opportunities to…

  5. Use of active video games to increase physical activity in children: a (virtual) reality?

    PubMed

    Foley, Louise; Maddison, Ralph

    2010-02-01

    There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

  6. Automated benthic counting of living and non-living components in Ngedarrak Reef, Palau via subsurface underwater video.

    PubMed

    Marcos, Ma Shiela Angeli; David, Laura; Peñaflor, Eileen; Ticzon, Victor; Soriano, Maricor

    2008-10-01

    We introduce an automated benthic counting system in application for rapid reef assessment that utilizes computer vision on subsurface underwater reef video. Video acquisition was executed by lowering a submersible bullet-type camera from a motor boat while moving across the reef area. A GPS and echo sounder were linked to the video recorder to record bathymetry and location points. Analysis of living and non-living components was implemented through image color and texture feature extraction from the reef video frames and classification via Linear Discriminant Analysis. Compared to common rapid reef assessment protocols, our system can perform fine scale data acquisition and processing in one day. Reef video was acquired in Ngedarrak Reef, Koror, Republic of Palau. Overall success performance ranges from 60% to 77% for depths of 1 to 3 m. The development of an automated rapid reef classification system is most promising for reef studies that need fast and frequent data acquisition of percent cover of living and nonliving components.

  7. Live versus Video Observations: Comparing the Reliability and Validity of Two Methods of Assessing Classroom Quality

    ERIC Educational Resources Information Center

    Curby, Timothy W.; Johnson, Price; Mashburn, Andrew J.; Carlis, Lydia

    2016-01-01

    When conducting classroom observations, researchers are often confronted with the decision of whether to conduct observations live or by using pre-recorded video. The present study focuses on comparing and contrasting observations of live and video administrations of the Classroom Assessment Scoring System-PreK (CLASS-PreK). Associations between…

  8. Mother-infant interaction in mother and baby unit patients: before and after treatment.

    PubMed

    Kenny, Maeve; Conroy, Susan; Pariante, Carmine M; Seneviratne, Gertrude; Pawlby, Susan

    2013-09-01

    Maternal severe mental illness (SMI) disrupts mother-infant interaction in the immediate postpartum and is associated with less than optimal offspring development. In-patient mother and baby units (MBUs) provide the opportunity of supporting mothers with SMI in developing their relationships with their infants in order to minimise this disruption. One way is through an individualised video feedback intervention, delivered as part of a multidisciplinary inpatient treatment package. The present study prospectively measured changes in mother-infant interaction following video feedback intervention, during admission to an MBU (N = 49). Comparisons were made with mother-infant interactions of (1) a community-based ill group of mothers (N = 67) with a mental health diagnosis of similar severity, living at home and without the intervention and (2) a group of healthy mothers (N = 22). Maternal sensitivity and unresponsiveness, and infant cooperativeness and passiveness, were measured from a 3-min videotaped play session, using the CARE-Index. Following admission and the video feedback intervention, the MBU mothers (irrespective of diagnosis) and their infants showed improvements in their interactions. Moreover, on discharge the MBU dyads were significantly more sensitive, cooperative and responsive than the community ill group, and as attuned as the healthy group. While the design of the study does not allow us to conclude unequivocally that the video feedback intervention has effects on the outcome for the mothers and babies independent from the whole inpatient therapeutic package, the results do show that the dyadic interaction of mothers with SMI and their infants improves following the focussed treatment package in a specialised MBU. Copyright © 2013 Elsevier Ltd. All rights reserved.

  9. Live Action: Can Young Children Learn Verbs from Video?

    ERIC Educational Resources Information Center

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta M.

    2009-01-01

    The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30-42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social…

  10. VISIONS At-Sea Telepresence (VAST): Educating in Real Time, Seafloor to Shore

    NASA Astrophysics Data System (ADS)

    Sautter, L. R.; Fundis, A. T.; Kelley, D. S.; Delaney, J. R.; McNichol, E.; Stoermer, M.; Glenn, S. M.

    2012-12-01

    The University of Washington (UW) has recently led the VISIONS 2011 and 2012 cruises aboard the R/V Thompson to Axial Seamount on the Juan de Fuca Ridge, part of the NSF Ocean Observatory Initiative. During each cruise the VISIONS At-Sea Telepresence, or VAST Program was piloted, consisting of several live 30-60 minute shipboard broadcasts highlighted by streaming live HD video from the ROV ROPOS documenting investigations of the seamount's hydrothermal vents and recent lava flows. Broadcasts also included short lectures and pre-taped documentaries and seafloor video narrated live by shipboard scientists and students. Pilot audiences at UW, the College of Charleston and Rutgers University included undergraduate marine geology, oceanography and education students, high school students, graduate students and teachers. Multiple public audiences were also recipients of VAST programming, and all broadcasts were viewable in standard definition to any web users. Question/answer interactivity via Twitter and Skype were promoted throughout the broadcasts. To supplement live broadcasts with additional content, a VAST Program website was created on UW's Interactive Oceans site, providing a wealth of hyperlinked online resources covering six program themes, as well as a college-level online laboratory exercise, "Characterizing Lava Flow Morphologies." The online resources are primarily suited to inform a high school and older audience, and thus serves to reach a vast audience. The VAST Program was very successful at engaging and educating both formal and informal audiences. Preliminary VAST results documented by user surveys will be presented.

  11. Using the Periscope Live Video-Streaming Application for Global Pathology Education: A Brief Introduction.

    PubMed

    Fuller, Maren Y; Mukhopadhyay, Sanjay; Gardner, Jerad M

    2016-07-21

    Periscope is a live video-streaming smartphone application (app) that allows any individual with a smartphone to broadcast live video simultaneously to multiple smartphone users around the world. The aim of this review is to describe the potential of this emerging technology for global pathology education. To our knowledge, since the launch of the Periscope app (2015), only a handful of educational presentations by pathologists have been streamed as live video via Periscope. This review includes links to these initial attempts, a step-by-step guide for those interested in using the app for pathology education, and a summary of the pros and cons, including ethical/legal issues. We hope that pathologists will appreciate the potential of Periscope for sharing their knowledge, expertise, and research with a live (and potentially large) audience without the barriers associated with traditional video equipment and standard classroom/conference settings.

  12. Games as Text, Games as Action: Video Games in the English Classroom

    ERIC Educational Resources Information Center

    Beavis, Catherine

    2014-01-01

    Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices…

  13. Physiological reactivity to faces via live and video-mediated communication in typical and atypical development.

    PubMed

    Riby, Deborah M; Whittle, Lisa; Doherty-Sneddon, Gwyneth

    2012-01-01

    The human face is a powerful elicitor of emotion, which induces autonomic nervous system responses. In this study, we explored physiological arousal and reactivity to affective facial displays shown in person and through video-mediated communication. We compared measures of physiological arousal and reactivity in typically developing individuals and those with the developmental disorders Williams syndrome (WS) and autism spectrum disorder (ASD). Participants attended to facial displays of happy, sad, and neutral expressions via live and video-mediated communication. Skin conductance level (SCL) indicated that live faces, but not video-mediated faces, increased arousal, especially for typically developing individuals and those with WS. There was less increase of SCL, and physiological reactivity was comparable for live and video-mediated faces in ASD. In typical development and WS, physiological reactivity was greater for live than for video-mediated communication. Individuals with WS showed lower SCL than typically developing individuals, suggesting possible hypoarousal in this group, even though they showed an increase in arousal for faces. The results are discussed in terms of the use of video-mediated communication with typically and atypically developing individuals and atypicalities of physiological arousal across neurodevelopmental disorder groups.

  14. Live lecture versus video podcast in undergraduate medical education: A randomised controlled trial

    PubMed Central

    2010-01-01

    Background Information technology is finding an increasing role in the training of medical students. We compared information recall and student experience and preference after live lectures and video podcasts in undergraduate medical education. Methods We performed a crossover randomised controlled trial. 100 students were randomised to live lecture or video podcast for one clinical topic. Live lectures were given by the same instructor as the narrator of the video podcasts. The video podcasts comprised Powerpoint™ slides narrated using the same script as the lecture. They were then switched to the other group for a second clinical topic. Knowledge was assessed using multiple choice questions and qualitative information was collected using a questionnaire. Results No significant difference was found on multiple choice questioning immediately after the session. The subjects enjoyed the convenience of the video podcast and the ability to stop, review and repeat it, but found it less engaging as a teaching method. They expressed a clear preference for the live lecture format. Conclusions We suggest that video podcasts are not ready to replace traditional teaching methods, but may have an important role in reinforcing learning and aiding revision. PMID:20932302

  15. Comparison of Video and Live Modeling in Teaching Response Chains to Children with Autism

    ERIC Educational Resources Information Center

    Ergenekon, Yasemin; Tekin-Iftar, Elif; Kapan, Alper; Akmanoglu, Nurgul

    2014-01-01

    Research has shown that video and live modeling are both effective in teaching new skills to children with autism. An adapted alternating treatments design was used to compare the effectiveness and efficiency of video and live modeling in teaching response chains to three children with autism. Each child was taught two chained skills; one skill…

  16. Examining the Effects of Video Modeling and Prompts to Teach Activities of Daily Living Skills.

    PubMed

    Aldi, Catarina; Crigler, Alexandra; Kates-McElrath, Kelly; Long, Brian; Smith, Hillary; Rehak, Kim; Wilkinson, Lisa

    2016-12-01

    Video modeling has been shown to be effective in teaching a number of skills to learners diagnosed with autism spectrum disorders (ASD). In this study, we taught two young men diagnosed with ASD three different activities of daily living skills (ADLS) using point-of-view video modeling. Results indicated that both participants met criterion for all ADLS. Participants did not maintain mastery criterion at a 1-month follow-up, but did score above baseline at maintenance with and without video modeling. • Point-of-view video models may be an effective intervention to teach daily living skills. • Video modeling with handheld portable devices (Apple iPod or iPad) can be just as effective as video modeling with stationary viewing devices (television or computer). • The use of handheld portable devices (Apple iPod and iPad) makes video modeling accessible and possible in a wide variety of environments.

  17. The LivePhoto Physics videos and video analysis site

    NASA Astrophysics Data System (ADS)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  18. Live Ultra-High Definition from the International Space Station

    NASA Technical Reports Server (NTRS)

    Grubbs, Rodney; George, Sandy

    2017-01-01

    The first ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a 'Super Session' at the National Association of Broadcasters (NAB) in April 2017. The Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. HEVC may also enable live Virtual Reality video downlinks from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a 'live' event was staged when the UHD coming from the ISS had a latency of 10+ seconds. Finally, the paper will discuss how NASA is leveraging commercial technologies for use on-orbit vs. creating technology as was required during the Apollo Moon Program and early space age.

  19. A Video-Based Intervention on and Evaluation of Nursing Aides' Therapeutic Communication and Residents' Agitation During Mealtime in a Dementia Care Unit.

    PubMed

    Levy-Storms, Lené; Harris, Lesley M; Chen, Xiao

    2016-01-01

    The researchers conducted a communication training intervention for certified nursing assistants (CNAs). The intervention aimed at improving CNAs' therapeutic techniques for relating to agitated residents during care. This study focused on an in-depth evaluation of mealtime interactions using videos. Sixteen CNAs and 16 residents living with dementia from one long-term care facility were videotaped during mealtime interactions before and after a therapeutic communication training program. Mixed-effect Poisson regression revealed no effect of the intervention as a whole on residents' refusals, but the intervention did improve CNAs' communication. Additional analyses using specific CNAs' therapeutic communication behaviors indicated a significant negative association with refusals at post-test but not pretest. The findings suggest some communication mechanisms for how the intervention positively influenced residents' refusals.

  20. Considerations in video playback design: using optic flow analysis to examine motion characteristics of live and computer-generated animation sequences.

    PubMed

    Woo, Kevin L; Rieucau, Guillaume

    2008-07-01

    The increasing use of the video playback technique in behavioural ecology reveals a growing need to ensure better control of the visual stimuli that focal animals experience. Technological advances now allow researchers to develop computer-generated animations instead of using video sequences of live-acting demonstrators. However, care must be taken to match the motion characteristics (speed and velocity) of the animation to the original video source. Here, we presented a tool based on the use of an optic flow analysis program to measure the resemblance of motion characteristics of computer-generated animations compared to videos of live-acting animals. We examined three distinct displays (tail-flick (TF), push-up body rock (PUBR), and slow arm wave (SAW)) exhibited by animations of Jacky dragons (Amphibolurus muricatus) that were compared to the original video sequences of live lizards. We found no significant differences between the motion characteristics of videos and animations across all three displays. Our results showed that our animations are similar the speed and velocity features of each display. Researchers need to ensure that similar motion characteristics in animation and video stimuli are represented, and this feature is a critical component in the future success of the video playback technique.

  1. A Window Toward the World: Older Adults' Experiences of Becoming in Health and Developing as Human Beings Through Interacting With Others Using Real Video Communication.

    PubMed

    Hemberg, Jessica; Santamäki Fischer, Regina

    The population in the Nordic countries, as well as globally, is increasingly becoming older. Concurrently, with an increased aging population, there is an increase in poor health and loneliness among older adults. The aim of this study was to uncover, from a caring science perspective, community-living older adults' experiences of interacting with others via real video communication. The study uses a hermeneutical approach. The material consists of interviews with older adults regarding their experiences of using real video communication. The texts were interpreted through hermeneutical reading. Study participation and data storage and handling for research purposes were approved by the participants when they provided their informed consent. Ethical permission to conduct this study was granted by a research board. The findings uncovered that welfare technology offers a metaphor-a window toward the world-that comprises the overarching core theme "Being in a movement toward becoming a unity as a human being," and 3 main themes: "Alleviating suffering through beating involuntary solitude," "Being in the world as an equal and dignified human being," and "Dedicating new perspectives and meaning in life." Welfare technology seems to be an important means to improve the quality of life for older adults living at home. Welfare technology enables older people to be in contact with other people in an easy way. Further research is needed to uncover issues of welfare technology from different perspectives.

  2. Using Artifacts to Understand the Life of a Soldier in World War II

    ERIC Educational Resources Information Center

    Anson, Staci

    2009-01-01

    For years, when the author taught about World War II, she used primary and secondary source readings, she presented Power Points, and had her students watch newsreels and other video clips. Today, her students interact with actual artifacts from history so that they can draw conclusions and gain understanding about what the soldiers' lives were…

  3. Investigating Science Interest in a Game-Based Learning Project

    ERIC Educational Resources Information Center

    Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi

    2014-01-01

    The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…

  4. The Monster and Lover?Girl: Mapping Complex Relations in Preschool Children's Digital Video Productions

    ERIC Educational Resources Information Center

    McClure, Marissa

    2013-01-01

    In this article, I propose that research which focuses on young children's experiences with the interactivity of new media not only furthers findings about young children's digital lives but also enriches the conclusion that children's engagement with artmaking--in general and in traditional ways--is richly complex, affective, and…

  5. RealityFlythrough: Enhancing Situational Awareness for Medical Response to Disasters Using Ubiquitous Video

    PubMed Central

    McCurdy, Neil J.; Griswold, William G; Lenert, Leslie A.

    2005-01-01

    The first moments at a disater scene are chaotic. The command center initially operates with little knowledge of hazards, geography and casualties, building up knowledge of the event slowly as information trickles in by voice radio channels. RealityFlythrough is a tele-presence system that stitches together live video feeds in real-time, using the principle of visual closure, to give command center personnel the illusion of being able to explore the scene interactively by moving smoothly between the video feeds. Using RealityFlythrough, medical, fire, law enforcement, hazardous materials, and engineering experts may be able to achieve situational awareness earlier, and better manage scarce resources. The RealityFlythrough system is composed of camera units with off-the-shelf GPS and orientation systems and a server/viewing station that offers access to images collected by the camera units in real time by position/orientation. In initial field testing using an experimental mesh 802.11 wireless network, two camera unit operators were able to create an interactive image of a simulated disaster scene in about five minutes. PMID:16779092

  6. LiveWall Operational Evaluation: Seattle Law Enforcement Pilot

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Barr, Jonathan L.; Burtner, Edwin R.; Stein, Steven L.

    2013-10-01

    The LiveWall concept envisioned as an outgrowth of the Precision Information Environment (PIE) project allows communications between separate groups using interactive video, audio, and a shared desktop environment; this allows everyone to participate and collaborate in real time, regardless of location. The LiveWall concept provides a virtual window to other locations, where all parties can interact and collaboratively work with each other. This functionality is intended to improve multi-site coordination amongst emergency operations centers (EOC), field operations sites and across organizations and jurisdictions to accommodate communications during routine and emergency events. For the initial LiveWall operational evaluation PNNL partnered withmore » the Seattle Police Department (SPD). This partnership allowed for the creation of an excellent LiveWall test bed specific to law enforcement. This partnership made it possible to test the LiveWall concept with scenarios involving the many facets of the law enforcement work done by SPD. PNNL and SPD agreed that integrating the systems into operations for a real event would be the best test of the technology and give SPD staff greater visibility into the functionality and benefits offered by the LiveWall concept.« less

  7. Recognition of Indian Sign Language in Live Video

    NASA Astrophysics Data System (ADS)

    Singha, Joyeeta; Das, Karen

    2013-05-01

    Sign Language Recognition has emerged as one of the important area of research in Computer Vision. The difficulty faced by the researchers is that the instances of signs vary with both motion and appearance. Thus, in this paper a novel approach for recognizing various alphabets of Indian Sign Language is proposed where continuous video sequences of the signs have been considered. The proposed system comprises of three stages: Preprocessing stage, Feature Extraction and Classification. Preprocessing stage includes skin filtering, histogram matching. Eigen values and Eigen Vectors were considered for feature extraction stage and finally Eigen value weighted Euclidean distance is used to recognize the sign. It deals with bare hands, thus allowing the user to interact with the system in natural way. We have considered 24 different alphabets in the video sequences and attained a success rate of 96.25%.

  8. Ship2Shore Marine Educators

    NASA Astrophysics Data System (ADS)

    Ewing, N. R.; Sen, G.; Doehler, S.

    2012-12-01

    The Ocean Networks Canada (ONC) Observatory, comprised of VENUS and NEPTUNE Canada (NC) cabled networks, supports transformative coastal to deep ocean research and enables real-time interactive experiments. Engaging students, educators and the public is critical to increasing the global awareness of our integral relationship with the ocean. One way to accomplish this is to encourage educators to incorporate marine science concepts into their lesson plans. ONC's new initiative, Ship2Shore Marine Educators (S2SME), enables educators to learn first hand about marine science and technology by going to sea on a maintenance/research cruise. While at sea Marine Educators (ME) participate in technology deployments, assist with water and core sampling, write daily blogs, produce short video updates, develop learning resources and conduct presentations to students on shore via video conferencing. MEs participating in the last NC cruise -"Wiring the Abyss 2012" - were fascinated with being a part of science in the real world. They had an experience of a lifetime and anticipate incorporating what they have learned into their lessons during the upcoming semester. Outreach between the MEs and ONC communication staff aboard the ship resulted in nearly 7,000 unique visitors to the "Wiring the Abyss 2012'' cruise website. Live ROPOS video feeds (~ 9,000 views), highlight videos (436 views/day), daily blogs (~1200 views) and stunning images (~391 views/day) were among the top rated pages. Visitors from 10 countries tuned in to "Wiring the Abyss 2012" and experienced the Pacific's deep sea! One of the best experiences for the MEs was connecting with students and teachers on shore via video conferencing. Roughly 300 students in BC and USA received a live connection from approximately 200km off the west coast. Students were most fascinated by a demo involving compressed Styrofoam cups, showing the intensity of pressure at the bottom of the sea. Successes: A positive working relationship with the NC team was established; scientists on board enjoyed being included in outreach activities. The two educators that participated had a memorable experience and thoroughly enjoyed the activities and opportunities on board. Both educators expressed that clear expectations from ONC prior to the cruise allowed them to establish themselves as part of the team and complete their intended activities and outputs. Those on shore interacting with the MEs and the cruise website provided favorable feedback about the program and wish to participate in the future. Lessons Learned: Increased promotion to teachers, teachers' associations, school districts, museums, aquariums and science centers would have increased the awareness of the S2SME program among educators. Greater promotion online prior to and during the cruise would have drawn even more visitors to the website. Furthermore, scheduling classrooms to participate in live video conferencing presentations in advance would have resulted in more students engaged. We aim to expand the S2SME Program across Canada. In particular, we hope to encourage educators living in regions removed from the ocean to participate on the ship and in live connections to-shore. Connecting educators and students coast-to-coast with the ocean in real-time will enhance their awareness and understanding of the marine ecosystem and its many processes.

  9. Multi-Target Camera Tracking, Hand-off and Display LDRD 158819 Final Report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Anderson, Robert J.

    2014-10-01

    Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn’t lead to more alarms, moremore » monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identify individual moving targets from the background imagery, and then display the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.« less

  10. Multi-target camera tracking, hand-off and display LDRD 158819 final report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Anderson, Robert J.

    2014-10-01

    Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn't lead to more alarms, moremore » monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identifies individual moving targets from the background imagery, and then displays the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.« less

  11. Real-time WebRTC-based design for a telepresence wheelchair.

    PubMed

    Van Kha Ly Ha; Rifai Chai; Nguyen, Hung T

    2017-07-01

    This paper presents a novel approach to the telepresence wheelchair system which is capable of real-time video communication and remote interaction. The investigation of this emerging technology aims at providing a low-cost and efficient way for assisted-living of people with disabilities. The proposed system has been designed and developed by deploying the JavaScript with Hyper Text Markup Language 5 (HTML5) and Web Real-time Communication (WebRTC) in which the adaptive rate control algorithm for video transmission is invoked. We conducted experiments in real-world environments, and the wheelchair was controlled from a distance using the Internet browser to compare with existing methods. The results show that the adaptively encoded video streaming rate matches the available bandwidth. The video streaming is high-quality with approximately 30 frames per second (fps) and round trip time less than 20 milliseconds (ms). These performance results confirm that the WebRTC approach is a potential method for developing a telepresence wheelchair system.

  12. Recorded interactive seminars and follow-up discussions as an effective method for distance learning.

    PubMed

    Miller, Kenneth T; Hannum, Wallace M; Proffit, William R

    2011-03-01

    Previous studies have suggested that, although orthodontic residents prefer to be live and interactive in a seminar, they learn almost as much when watching a previously recorded interactive seminar and following up with live discussion. Our objective was to test the effectiveness and acceptability of using previously recorded interactive seminars and different types of live follow-up discussions. Residents at schools participating from a distance completed preseminar readings and at their convenience watched streaming video of some or all recordings of 4 interactive seminar sequences consisting of 6 seminars each. Afterward, distant residents participated in 1 of 4 types of interaction: local follow-up discussion, videoconference, teleconference, and no discussion. The effectiveness of the seminar sequences was tested by pretest and posttest scores. Acceptability was evaluated from ratings of aspects of the seminar and discussion experience. Open-ended questions allowed residents to express what they liked and to suggest changes in their experiences. In each seminar sequence, test scores of schools participating through recordings and follow-up discussions improved more than those participating live and interactive. After viewing, residents preferred local follow-up discussion, which was not statistically different from participating live and interactive both locally and from a distance. Videoconference and teleconference discussions were both more acceptable to residents than no follow-up discussion, which was found to be significantly below all methods tested. When residents are live and interactive in a seminar, there does not appear to be a significant difference between being local vs at a distance. Recorded interactive seminars with follow-up discussions are also an effective and acceptable method of distance learning. Residents preferred local follow-up discussion, but, at a distance, they preferred videoconference to both teleconference and no discussion. Copyright © 2011 American Association of Orthodontists. Published by Mosby, Inc. All rights reserved.

  13. Effects of live and video form action observation training on upper limb function in children with hemiparetic cerebral palsy.

    PubMed

    Kim, Do Hyun; An, Duk-Hyun; Yoo, Won-Gyu

    2018-04-20

    The purpose of this study was to investigate the effects of live and video form action observation training (AOT) on upper limb (UL) movement acceleration and function in children with cerebral palsy (CP). In total, 12 children (7 boys, 5 girls) with CP participated in this study. The children were allocated randomly to live (experimental) and video (control) AOT groups. All children completed 20 treatment sessions, each 30 minutes in duration, 5 days per week for a month. Mediolateral (ML) and vertical (VT) acceleration data, Jebsen-Taylor Hand Function (JTHF) scores, and Box and Block Test (BBT) scores were obtained at baseline and at 4 weeks after the intervention. ML and VT movement acceleration and JTHF scores were significantly lower in the live group (p< 0.05). The BBT score was significantly higher in the live than in the video group (p< 0.05). Our findings suggest that live AOT is more effective than video AOT for improving UL movement acceleration and function. Clinically, our findings offer important insights for clinicians when planning AOT interventions to reduce UL movement acceleration and improve UL function.

  14. An evaluation of the efficacy of video displays for use with chimpanzees (Pan troglodytes).

    PubMed

    Hopper, Lydia M; Lambeth, Susan P; Schapiro, Steven J

    2012-05-01

    Video displays for behavioral research lend themselves particularly well to studies with chimpanzees (Pan troglodytes), as their vision is comparable to humans', yet there has been no formal test of the efficacy of video displays as a form of social information for chimpanzees. To address this, we compared the learning success of chimpanzees shown video footage of a conspecific compared to chimpanzees shown a live conspecific performing the same novel task. Footage of an unfamiliar chimpanzee operating a bidirectional apparatus was presented to 24 chimpanzees (12 males, 12 females), and their responses were compared to those of a further 12 chimpanzees given the same task but with no form of information. Secondly, we also compared the responses of the chimpanzees in the video display condition to responses of eight chimpanzees from a previously published study of ours, in which chimpanzees observed live models. Chimpanzees shown a video display were more successful than those in the control condition and showed comparable success to those that saw a live model. Regarding fine-grained copying (i.e. the direction that the door was pushed), only chimpanzees that observed a live model showed significant matching to the model's methods with their first response. Yet, when all the responses made by the chimpanzees were considered, comparable levels of matching were shown by chimpanzees in both the live and video conditions. © 2012 Wiley Periodicals, Inc.

  15. An Evaluation of the Efficacy of Video Displays for Use With Chimpanzees (Pan troglodytes)

    PubMed Central

    HOPPER, LYDIA M.; LAMBETH, SUSAN P.; SCHAPIRO, STEVEN J.

    2013-01-01

    Video displays for behavioral research lend themselves particularly well to studies with chimpanzees (Pan troglodytes), as their vision is comparable to humans’, yet there has been no formal test of the efficacy of video displays as a form of social information for chimpanzees. To address this, we compared the learning success of chimpanzees shown video footage of a conspecific compared to chimpanzees shown a live conspecific performing the same novel task. Footage of an unfamiliar chimpanzee operating a bidirectional apparatus was presented to 24 chimpanzees (12 males, 12 females), and their responses were compared to those of a further 12 chimpanzees given the same task but with no form of information. Secondly, we also compared the responses of the chimpanzees in the video display condition to responses of eight chimpanzees from a previously published study of ours, in which chimpanzees observed live models. Chimpanzees shown a video display were more successful than those in the control condition and showed comparable success to those that saw a live model. Regarding fine-grained copying (i.e. the direction that the door was pushed), only chimpanzees that observed a live model showed significant matching to the model’s methods with their first response. Yet, when all the responses made by the chimpanzees were considered, comparable levels of matching were shown by chimpanzees in both the live and video conditions. PMID:22318867

  16. The interrupted learner: How distractions during live and video lectures influence learning outcomes.

    PubMed

    Zureick, Andrew H; Burk-Rafel, Jesse; Purkiss, Joel A; Hortsch, Michael

    2017-11-27

    New instructional technologies have been increasingly incorporated into the medical school learning environment, including lecture video recordings as a substitute for live lecture attendance. The literature presents varying conclusions regarding how this alternative experience impacts students' academic success. Previously, a multi-year study of the first-year medical histology component at the University of Michigan found that live lecture attendance was positively correlated with learning success, while lecture video use was negatively correlated. Here, three cohorts of first-year medical students (N = 439 respondents, 86.6% response rate) were surveyed in greater detail regarding lecture attendance and video usage, focusing on study behaviors that may influence histology learning outcomes. Students who reported always attending lectures or viewing lecture videos had higher average histology scores than students who employed an inconsistent strategy (i.e., mixing live attendance and video lectures). Several behaviors were negatively associated with histology performance. Students who engaged in "non-lecture activities" (e.g., social media use), students who reported being interrupted while watching the lecture video, or feeling sleepy/losing focus had lower scores than their counterparts not engaging in these behaviors. This study suggests that interruptions and distractions during medical learning activities-whether live or recorded-can have an important impact on learning outcomes. Anat Sci Educ 00: 000-000. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.

  17. Parents - Reboot.FCC.gov

    Science.gov Websites

    Reboot Events Calendar Open Meetings Workshops Reboot Live Video Archives Initiatives Reform Systems Calendar Open Meetings Workshops Reboot Live Video Archives Initiatives Broadband.gov OpenInternet.gov

  18. Initial clinical experience with a video-based patient positioning system.

    PubMed

    Johnson, L S; Milliken, B D; Hadley, S W; Pelizzari, C A; Haraf, D J; Chen, G T

    1999-08-01

    To report initial clinical experience with an interactive, video-based patient positioning system that is inexpensive, quick, accurate, and easy to use. System hardware includes two black-and-white CCD cameras, zoom lenses, and a PC equipped with a frame grabber. Custom software is used to acquire and archive video images, as well as to display real-time subtraction images revealing patient misalignment in multiple views. Two studies are described. In the first study, video is used to document the daily setup histories of 5 head and neck patients. Time-lapse cine loops are generated for each patient and used to diagnose and correct common setup errors. In the second study, 6 twice-daily (BID) head and neck patients are positioned according to the following protocol: at AM setups conventional treatment room lasers are used; at PM setups lasers are used initially and then video is used for 1-2 minutes to fine-tune the patient position. Lateral video images and lateral verification films are registered off-line to compare the distribution of setup errors per patient, with and without video assistance. In the first study, video images were used to determine the accuracy of our conventional head and neck setup technique, i.e., alignment of lightcast marks and surface anatomy to treatment room lasers and the light field. For this initial cohort of patients, errors ranged from sigma = 5 to 7 mm and were patient-specific. Time-lapse cine loops of the images revealed sources of the error, and as a result, our localization techniques and immobilization device were modified to improve setup accuracy. After the improvements, conventional setup errors were reduced to sigma = 3 to 5 mm. In the second study, when a stereo pair of live subtraction images were introduced to perform daily "on-line" setup correction, errors were reduced to sigma = 1 to 3 mm. Results depended on patient health and cooperation and the length of time spent fine-tuning the position. An interactive, video-based patient positioning system was shown to reduce setup errors to within 1 to 3 mm in head and neck patients, without a significant increase in overall treatment time or labor-intensive procedures. Unlike retrospective portal image analysis, use of two live-video images provides the therapists with immediate feedback and allows for true 3-D positioning and correction of out-of-plane rotation before radiation is delivered. With significant improvement in head and neck alignment and the elimination of setup errors greater than 3 to 5 mm, margins associated with treatment volumes potentially can be reduced, thereby decreasing normal tissue irradiation.

  19. Web-based training and interrater reliability testing for scoring the Hamilton Depression Rating Scale.

    PubMed

    Rosen, Jules; Mulsant, Benoit H; Marino, Patricia; Groening, Christopher; Young, Robert C; Fox, Debra

    2008-10-30

    Despite the importance of establishing shared scoring conventions and assessing interrater reliability in clinical trials in psychiatry, these elements are often overlooked. Obstacles to rater training and reliability testing include logistic difficulties in providing live training sessions, or mailing videotapes of patients to multiple sites and collecting the data for analysis. To address some of these obstacles, a web-based interactive video system was developed. It uses actors of diverse ages, gender and race to train raters how to score the Hamilton Depression Rating Scale and to assess interrater reliability. This system was tested with a group of experienced and novice raters within a single site. It was subsequently used to train raters of a federally funded multi-center clinical trial on scoring conventions and to test their interrater reliability. The advantages and limitations of using interactive video technology to improve the quality of clinical trials are discussed.

  20. An openstack-based flexible video transcoding framework in live

    NASA Astrophysics Data System (ADS)

    Shi, Qisen; Song, Jianxin

    2017-08-01

    With the rapid development of mobile live business, transcoding HD video is often a challenge for mobile devices due to their limited processing capability and bandwidth-constrained network connection. For live service providers, it's wasteful for resources to delay lots of transcoding server because some of them are free to work sometimes. To deal with this issue, this paper proposed an Openstack-based flexible transcoding framework to achieve real-time video adaption for mobile device and make computing resources used efficiently. To this end, we introduced a special method of video stream splitting and VMs resource scheduling based on access pressure prediction,which is forecasted by an AR model.

  1. Digital Video Over Space Systems and Networks

    NASA Technical Reports Server (NTRS)

    Grubbs, Rodney

    2010-01-01

    This slide presentation reviews the use of digital video with space systems and networks. The earliest use of video was the use of film precluding live viewing, which gave way to live television from space. This has given way to digital video using internet protocol for transmission. This has provided for many improvements with new challenges. Some of these ehallenges are reviewed. The change to digital video transmitted over space systems can provide incredible imagery, however the process must be viewed as an entire system, rather than piece-meal.

  2. How to implement live video recording in the clinical environment: A practical guide for clinical services.

    PubMed

    Lloyd, Adam; Dewar, Alistair; Edgar, Simon; Caesar, Dave; Gowens, Paul; Clegg, Gareth

    2017-06-01

    The use of video in healthcare is becoming more common, particularly in simulation and educational settings. However, video recording live episodes of clinical care is far less routine. To provide a practical guide for clinical services to embed live video recording. Using Kotter's 8-step process for leading change, we provide a 'how to' guide to navigate the challenges required to implement a continuous video-audit system based on our experience of video recording in our emergency department resuscitation rooms. The most significant hurdles in installing continuous video audit in a busy clinical area involve change management rather than equipment. Clinicians are faced with considerable ethical, legal and data protection challenges which are the primary barriers for services that pursue video recording of patient care. Existing accounts of video use rarely acknowledge the organisational and cultural dimensions that are key to the success of establishing a video system. This article outlines core implementation issues that need to be addressed if video is to become part of routine care delivery. By focussing on issues such as staff acceptability, departmental culture and organisational readiness, we provide a roadmap that can be pragmatically adapted by all clinical environments, locally and internationally, that seek to utilise video recording as an approach to improving clinical care. © 2017 John Wiley & Sons Ltd.

  3. NASA Research Being Shared Through Live, Interactive Video Tours

    NASA Technical Reports Server (NTRS)

    Petersen, Ruth A.; Zona, Kathleen A.

    2001-01-01

    On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.

  4. Earth Observation from the International Space Station -Remote Sensing in Schools-

    NASA Astrophysics Data System (ADS)

    Schultz, Johannes; Rienow, Andreas; Graw, Valerie; Heinemann, Sascha; Selg, Fabian; Menz, Gunter

    2016-04-01

    Since spring 2014, the NASA High Definition Earth Viewing (HDEV) mission at the International Space Station (ISS) is online. HDEV consists of four cameras mounted at ESA's Columbus laboratory and is recording the earth 24/7. The educational project 'Columbus Eye - Live-Imagery from the ISS in Schools' has published a learning portal for earth observation from the ISS (www.columbuseye.uni-bonn.de). Besides a video live stream, the portal contains an archive providing spectacular footage, web-GIS and an observatory with interactive materials for school lessons. Columbus Eye is carried out by the University of Bonn and funded by the German Aerospace Center (DLR) Space Administration. Pupils should be motivated to work with the footage in order to learn about patterns and processes of the coupled human-environment system like volcano eruptions or deforestation. The material is developed on the experiences of the FIS (German abbreviation for "Remote Sensing in Schools") project and its learning portal (http://www.fis.uni-bonn.de). Based on the ISS videos three different teaching material types are developed. The simplest teaching type are provided by worksheets, which have a low degree of interactivity. Alongside a short didactical commentary for teachers is included. Additionally, videos, ancillary information, maps, and instructions for interactive school experiments are provided. The observatory contains the second type of the Columbus Eye teaching materials. It requires a high degree of self-organisation and responsibility of the pupils. Thus, the observatory provides the opportunity for pupils to freely construct their own hypotheses based on a spatial analysis tool similar to those provided by commercial software. The third type are comprehensive learning and teaching modules with a high degree of interactivity, including background information, interactive animations, quizzes and different analysis tools (e.g. change detection, classification, polygon or NDVI tool). All materials and modules are developed based on the school curricular and can be used in lessons that are mainly based on self-reliant learning and require only minimal lead and instruction by the teacher. The poster presents new tools and strategies to educate pupils and to enhance their fascination of earth observation imagery in the light of problem-based learning in everyday school lessons.

  5. Webcasting in home and hospice care services: virtual communication in home care.

    PubMed

    Smith-Stoner, Marilyn

    2011-06-01

    The access to free live webcasting over home computers was much more available in 2007, when three military leaders from West Point, with the purpose of helping military personnel stay connected with their families when deployed, developed Ustream.tv. There are many types of Web-based video streaming applications. This article describes Ustream, a free and effective communication tool to virtually connect staff. There are many features in Ustream, but the most useful for home care and hospice service providers is its ability to broadcast sound and video to anyone with a broadband Internet connection, a chat room for users to interact during a presentation, and the ability to have a "co-host" or second person also broadcast simultaneously. Agencies that provide community-based services in the home will benefit from integration of Web-based video streaming into their communication strategy.

  6. Harnessing the Interaction Continuum for Subtle Assisted Living

    PubMed Central

    García-Herranz, Manuel; Olivera, Fernando; Haya, Pablo; Alamán, Xavier

    2012-01-01

    People interact with each other in many levels of attention, intention and meaning. This Interaction Continuum is used daily to deal with different contexts, adapting the interaction to communication needs and available resources. Nevertheless, computer-supported interaction has mainly focused on the most direct, explicit and intrusive types of human to human Interaction such as phone calls, emails, or video conferences. This paper presents the results of exploring and exploiting the potentials of undemanding interaction mechanisms, paying special attention to subtle communication and background interaction. As we argue the benefits of this type of interaction for people with special needs, we present a theoretical framework to define it and propose a proof of concept based on Augmented Objects and a color codification mechanism. Finally, we evaluate and analyze the strengths and limitations of such approach with people with cognitive disabilities. PMID:23012573

  7. Use of Video Modeling and Video Prompting Interventions for Teaching Daily Living Skills to Individuals with Autism Spectrum Disorders: A Review

    ERIC Educational Resources Information Center

    Gardner, Stephanie; Wolfe, Pamela

    2013-01-01

    Identifying methods to increase the independent functioning of individuals with autism spectrum disorders (ASD) is vital in enhancing their quality of life; teaching students with ASD daily living skills can foster independent functioning. This review examines interventions that implement video modeling and/or prompting to teach individuals with…

  8. Performance of Soldiers on the Battle Sight Tank Gunnery Video Game

    DTIC Science & Technology

    1986-06-01

    The purpose of this research was to examine practice effects on a tank gunnery video game in a series of three experiments. Number of hits and number...the standard video game with three lives and 60 rounds of ammunition, (b) a revised format that equally distributed the three lives and 60 rounds of ammunition into three separate games.

  9. Two Dimensional Array Based Overlay Network for Balancing Load of Peer-to-Peer Live Video Streaming

    NASA Astrophysics Data System (ADS)

    Faruq Ibn Ibrahimy, Abdullah; Rafiqul, Islam Md; Anwar, Farhat; Ibn Ibrahimy, Muhammad

    2013-12-01

    The live video data is streaming usually in a tree-based overlay network or in a mesh-based overlay network. In case of departure of a peer with additional upload bandwidth, the overlay network becomes very vulnerable to churn. In this paper, a two dimensional array-based overlay network is proposed for streaming the live video stream data. As there is always a peer or a live video streaming server to upload the live video stream data, so the overlay network is very stable and very robust to churn. Peers are placed according to their upload and download bandwidth, which enhances the balance of load and performance. The overlay network utilizes the additional upload bandwidth of peers to minimize chunk delivery delay and to maximize balance of load. The procedure, which is used for distributing the additional upload bandwidth of the peers, distributes the additional upload bandwidth to the heterogeneous strength peers in a fair treat distribution approach and to the homogeneous strength peers in a uniform distribution approach. The proposed overlay network has been simulated by Qualnet from Scalable Network Technologies and results are presented in this paper.

  10. Video Elicitation Interviews: A Qualitative Research Method for Investigating Physician-Patient Interactions

    PubMed Central

    Henry, Stephen G.; Fetters, Michael D.

    2012-01-01

    We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants’ associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care. PMID:22412003

  11. Video elicitation interviews: a qualitative research method for investigating physician-patient interactions.

    PubMed

    Henry, Stephen G; Fetters, Michael D

    2012-01-01

    We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants' associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care.

  12. "HausTeleDienst"--a CATV-based interactive video service for elderly people.

    PubMed

    Stroetmann, K A; Erkert, T

    1999-01-01

    Since 1991, 17 elderly persons (aged 75 to over 90) in 15 households have been connected via TV-videophones to a service centre. A standard CATV network was modified to support a reverse channel. This has been world-wide the first fully interactive broadband video communications project implemented in a real setting and operating over an extended period of time. The overall aim has been to prove the ability of frail elderly and mobility-impaired persons to live independently, and to demonstrate strategies for reducing the load on social and health care service resources. Service components include remote care; information and assistance; emergency, counselling, training and exercise services. Practical experience, both from the side of the service provider and that of the users, is discussed. Simplicity of technical design and ease of handling contributed to a feeling of being empowered by the technology. In addition, the very personal and close relationship to the staff--which was strongly supported, not inhibited by the video communications--was a major factor in acceptance of the service. It proved a highly successful activity with a great potential for the future: In different contexts with newer technology, market trials are underway to commercialize this service.

  13. Advanced Visualization of Experimental Data in Real Time Using LiveView3D

    NASA Technical Reports Server (NTRS)

    Schwartz, Richard J.; Fleming, Gary A.

    2006-01-01

    LiveView3D is a software application that imports and displays a variety of wind tunnel derived data in an interactive virtual environment in real time. LiveView3D combines the use of streaming video fed into a three-dimensional virtual representation of the test configuration with networked communications to the test facility Data Acquisition System (DAS). This unified approach to real time data visualization provides a unique opportunity to comprehend very large sets of diverse forms of data in a real time situation, as well as in post-test analysis. This paper describes how LiveView3D has been implemented to visualize diverse forms of aerodynamic data gathered during wind tunnel experiments, most notably at the NASA Langley Research Center Unitary Plan Wind Tunnel (UPWT). Planned future developments of the LiveView3D system are also addressed.

  14. Concurrent Validity Between Live and Home Video Observations Using the Alberta Infant Motor Scale.

    PubMed

    Boonzaaijer, Marike; van Dam, Ellen; van Haastert, Ingrid C; Nuysink, Jacqueline

    2017-04-01

    Serial assessment of gross motor development of infants at risk is an established procedure in neonatal follow-up clinics. Assessments based on home video recordings could be a relevant addition. In 48 infants (1.5-19 months), the concurrent validity of 2 applications was examined using the Alberta Infant Motor Scale: (1) a home video made by parents and (2) simultaneous observation on-site by a pediatric physical therapist. Parents' experiences were explored using a questionnaire. The intraclass correlation coefficient agreement between live and home video assessment was 0.99, with a standard error of measurement of 1.41 items. Intra- and interrater reliability: intraclass correlation coefficients were more than 0.99. According to 94% of the parents, recording their infant's movement repertoire was easy to perform. Assessing the Alberta Infant Motor Scale based on home video recordings is comparable to assessment by live observation. The video method is a promising application that can be used with low burden for parents and infants.

  15. YouTube®: An ally or an enemy in the promotion of living donor kidney transplantation?

    PubMed

    Bert, Fabrizio; Gualano, Maria Rosaria; Scozzari, Gitana; Alesina, Marta; Amoroso, Antonio; Siliquini, Roberta

    2018-03-01

    The aim of the study is to evaluate the availability and accuracy of the existing Italian-language medical information about living donor kidney transplantation on YouTube®. For each video, several data were collected, and each video was classified as "useful," "moderately useful" and "not useful." Globally, the search resulted in 306 videos: 260 were excluded and 46 included in the analysis. The main message conveyed by the video was positive in 28 cases (60.9%), neutral in 16 (34.8%) and negative in 2 (4.4%). The mean amount of visualizations was 3103.5 (range: 17-90,133) and the mean amount of "likes" 2.7 (range: 0-28). Seven videos (15.2%) were classified as "useful," 21 (45.7%) as "moderately useful" and 18 (39.1%) as "not useful." This study showed that a very few videos in Italian about living donor kidney transplantation are available on YouTube, with only 15 percent of them containing useful information for the general population.

  16. Concurrent Validity Between Live and Home Video Observations Using the Alberta Infant Motor Scale

    PubMed Central

    van Dam, Ellen; van Haastert, Ingrid C.; Nuysink, Jacqueline

    2017-01-01

    Purpose: Serial assessment of gross motor development of infants at risk is an established procedure in neonatal follow-up clinics. Assessments based on home video recordings could be a relevant addition. Methods: In 48 infants (1.5-19 months), the concurrent validity of 2 applications was examined using the Alberta Infant Motor Scale: (1) a home video made by parents and (2) simultaneous observation on-site by a pediatric physical therapist. Parents' experiences were explored using a questionnaire. Results: The intraclass correlation coefficient agreement between live and home video assessment was 0.99, with a standard error of measurement of 1.41 items. Intra- and interrater reliability: intraclass correlation coefficients were more than 0.99. According to 94% of the parents, recording their infant's movement repertoire was easy to perform. Conclusion: Assessing the Alberta Infant Motor Scale based on home video recordings is comparable to assessment by live observation. The video method is a promising application that can be used with low burden for parents and infants. PMID:28350771

  17. Interactive CT-Video Registration for the Continuous Guidance of Bronchoscopy

    PubMed Central

    Merritt, Scott A.; Khare, Rahul; Bascom, Rebecca

    2014-01-01

    Bronchoscopy is a major step in lung cancer staging. To perform bronchoscopy, the physician uses a procedure plan, derived from a patient’s 3D computed-tomography (CT) chest scan, to navigate the bronchoscope through the lung airways. Unfortunately, physicians vary greatly in their ability to perform bronchoscopy. As a result, image-guided bronchoscopy systems, drawing upon the concept of CT-based virtual bronchoscopy (VB), have been proposed. These systems attempt to register the bronchoscope’s live position within the chest to a CT-based virtual chest space. Recent methods, which register the bronchoscopic video to CT-based endoluminal airway renderings, show promise but do not enable continuous real-time guidance. We present a CT-video registration method inspired by computer-vision innovations in the fields of image alignment and image-based rendering. In particular, motivated by the Lucas–Kanade algorithm, we propose an inverse-compositional framework built around a gradient-based optimization procedure. We next propose an implementation of the framework suitable for image-guided bronchoscopy. Laboratory tests, involving both single frames and continuous video sequences, demonstrate the robustness and accuracy of the method. Benchmark timing tests indicate that the method can run continuously at 300 frames/s, well beyond the real-time bronchoscopic video rate of 30 frames/s. This compares extremely favorably to the ≥1 s/frame speeds of other methods and indicates the method’s potential for real-time continuous registration. A human phantom study confirms the method’s efficacy for real-time guidance in a controlled setting, and, hence, points the way toward the first interactive CT-video registration approach for image-guided bronchoscopy. Along this line, we demonstrate the method’s efficacy in a complete guidance system by presenting a clinical study involving lung cancer patients. PMID:23508260

  18. Prospective Comparison of Live Evaluation and Video Review in the Evaluation of Operator Performance in a Pediatric Emergency Airway Simulation

    PubMed Central

    House, Joseph B.; Dooley-Hash, Suzanne; Kowalenko, Terry; Sikavitsas, Athina; Seeyave, Desiree M.; Younger, John G.; Hamstra, Stanley J.; Nypaver, Michele M.

    2012-01-01

    Introduction Real-time assessment of operator performance during procedural simulation is a common practice that requires undivided attention by 1 or more reviewers, potentially over many repetitions of the same case. Objective To determine whether reviewers display better interrater agreement of procedural competency when observing recorded, rather than live, performance; and to develop an assessment tool for pediatric rapid sequence intubation (pRSI). Methods A framework of a previously established Objective Structured Assessment of Technical Skills (OSATS) tool was modified for pRSI. Emergency medicine residents (postgraduate year 1–4) were prospectively enrolled in a pRSI simulation scenario and evaluated by 2 live raters using the modified tool. Sessions were videotaped and reviewed by the same raters at least 4 months later. Raters were blinded to their initial rating. Interrater agreement was determined by using the Krippendorff generalized concordance method. Results Overall interrater agreement for live review was 0.75 (95% confidence interval [CI], 0.72–0.78) and for video was 0.79 (95% CI, 0.73–0.82). Live review was significantly superior to video review in only 1 of the OSATS domains (Preparation) and was equivalent in the other domains. Intrarater agreement between the live and video evaluation was very good, greater than 0.75 for all raters, with a mean of 0.81 (95% CI, 0.76–0.85). Conclusion The modified OSATS assessment tool demonstrated some evidence of validity in discriminating among levels of resident experience and high interreviewer reliability. With this tool, intrareviewer reliability was high between live and 4-months' delayed video review of the simulated procedure, which supports feasibility of delayed video review in resident assessment. PMID:23997874

  19. YouDash3D: exploring stereoscopic 3D gaming for 3D movie theaters

    NASA Astrophysics Data System (ADS)

    Schild, Jonas; Seele, Sven; Masuch, Maic

    2012-03-01

    Along with the success of the digitally revived stereoscopic cinema, events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.

  20. Interactive Videodisc: An Emerging Technology for Educators. ERIC Digest.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    Interactive video can be a very complex learning system, or it can be a simple tool for teachers to use to enhance their instruction. The term has been used broadly in the literature and includes three major aspects: (1) interactive video as storage; (2) interactive video as hardware; and (3) interactive video as learning concept. This digest…

  1. Housing conditions influence cortical and behavioural reactions of sheep in response to videos showing social interactions of different valence.

    PubMed

    Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz

    2015-05-01

    Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. Copyright © 2015 Elsevier B.V. All rights reserved.

  2. 3-D Computer Animation vs. Live-Action Video: Differences in Viewers' Response to Instructional Vignettes

    ERIC Educational Resources Information Center

    Smith, Dennie; McLaughlin, Tim; Brown, Irving

    2012-01-01

    This study explored computer animation vignettes as a replacement for live-action video scenarios of classroom behavior situations previously used as an instructional resource in teacher education courses in classroom management strategies. The focus of the research was to determine if the embedded behavioral information perceived in a live-action…

  3. Interactive Videos Enhance Learning about Socio-Ecological Systems

    ERIC Educational Resources Information Center

    Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean

    2018-01-01

    Two forms of interactive video were assessed in an online course focused on conservation. The hypothesis was that interactive video enhances student perceptions about learning and improves mental models of social-ecological systems. Results showed that students reported greater learning and attitudes toward the subject following interactive video.…

  4. Evaluation of the use of live aerial video for traffic management.

    DOT National Transportation Integrated Search

    1995-01-01

    This report describes the evaluation of an intelligent transportation system (ITS) demonstration project in which live aerial video of traffic conditions was captured by a rotary wing aircraft operated by the Fairfax County (Virginia) Police Departme...

  5. A time-varying subjective quality model for mobile streaming videos with stalling events

    NASA Astrophysics Data System (ADS)

    Ghadiyaram, Deepti; Pan, Janice; Bovik, Alan C.

    2015-09-01

    Over-the-top mobile video streaming is invariably influenced by volatile network conditions which cause playback interruptions (stalling events), thereby impairing users' quality of experience (QoE). Developing models that can accurately predict users' QoE could enable the more efficient design of quality-control protocols for video streaming networks that reduce network operational costs while still delivering high-quality video content to the customers. Existing objective models that predict QoE are based on global video features, such as the number of stall events and their lengths, and are trained and validated on a small pool of ad hoc video datasets, most of which are not publicly available. The model we propose in this work goes beyond previous models as it also accounts for the fundamental effect that a viewer's recent level of satisfaction or dissatisfaction has on their overall viewing experience. In other words, the proposed model accounts for and adapts to the recency, or hysteresis effect caused by a stall event in addition to accounting for the lengths, frequency of occurrence, and the positions of stall events - factors that interact in a complex way to affect a user's QoE. On the recently introduced LIVE-Avvasi Mobile Video Database, which consists of 180 distorted videos of varied content that are afflicted solely with over 25 unique realistic stalling events, we trained and validated our model to accurately predict the QoE, attaining standout QoE prediction performance.

  6. New Integrated Video and Graphics Technology: Digital Video Interactive.

    ERIC Educational Resources Information Center

    Optical Information Systems, 1987

    1987-01-01

    Describes digital video interactive (DVI), a new technology which combines the interactivity of the graphics capabilities in personal computers with the realism of high-quality motion video and multitrack audio in an all-digital integrated system. (MES)

  7. Use of Live Interactive Webcasting for an International Postgraduate Module in eHealth: Case Study Evaluation

    PubMed Central

    Maramba, Inocencio; Boulos, Maged N Kamel; Alexander, Tara

    2009-01-01

    Background Producing “traditional” e-learning can be time consuming, and in a topic such as eHealth, it may have a short shelf-life. Students sometimes report feeling isolated and lacking in motivation. Synchronous methods can play an important part in any blended approach to learning. Objective The aim was to develop, deliver, and evaluate an international postgraduate module in eHealth using live interactive webcasting. Methods We developed a hybrid solution for live interactive webcasting using a scan converter, mixer, and digitizer, and video server to embed a presenter-controlled talking head or copy of the presenter’s computer screen (normally a PowerPoint slide) in a student chat room. We recruited 16 students from six countries and ran weekly 2.5-hour live sessions for 10 weeks. The content included the use of computers by patients, patient access to records, different forms of e-learning for patients and professionals, research methods in eHealth, geographic information systems, and telehealth. All sessions were recorded—presentations as video files and the student interaction as text files. Students were sent an email questionnaire of mostly open questions seeking their views of this form of learning. Responses were collated and anonymized by a colleague who was not part of the teaching team. Results Sessions were generally very interactive, with most students participating actively in breakout or full-class discussions. In a typical 2.5-hour session, students posted about 50 messages each. Two students did not complete all sessions; one withdrew from the pressure of work after session 6, and one from illness after session 7. Fourteen of the 16 responded to the feedback questionnaire. Most students (12/14) found the module useful or very useful, and all would recommend the module to others. All liked the method of delivery, in particular the interactivity, the variety of students, and the “closeness” of the group. Most (11/14) felt “connected” with the other students on the course. Many students (11/14) had previous experience with asynchronous e-learning, two as teachers; 12/14 students suggested advantages of synchronous methods, mostly associated with the interaction and feedback from teachers and peers. Conclusions This model of synchronous e-learning based on interactive live webcasting was a successful method of delivering an international postgraduate module. Students found it engaging over a 10-week course. Although this is a small study, given that synchronous methods such as interactive webcasting are a much easier transition for lecturers used to face-to-face teaching than are asynchronous methods, they should be considered as part of the blend of e-learning methods. Further research and development is needed on interfaces and methods that are robust and accessible, on the most appropriate blend of synchronous and asynchronous work for different student groups, and on learning outcomes and effectiveness. PMID:19914901

  8. Use of live interactive webcasting for an international postgraduate module in ehealth: case study evaluation.

    PubMed

    Jones, Ray B; Maramba, Inocencio; Boulos, Maged N Kamel; Alexander, Tara

    2009-11-13

    Producing "traditional" e-learning can be time consuming, and in a topic such as eHealth, it may have a short shelf-life. Students sometimes report feeling isolated and lacking in motivation. Synchronous methods can play an important part in any blended approach to learning. The aim was to develop, deliver, and evaluate an international postgraduate module in eHealth using live interactive webcasting. We developed a hybrid solution for live interactive webcasting using a scan converter, mixer, and digitizer, and video server to embed a presenter-controlled talking head or copy of the presenter's computer screen (normally a PowerPoint slide) in a student chat room. We recruited 16 students from six countries and ran weekly 2.5-hour live sessions for 10 weeks. The content included the use of computers by patients, patient access to records, different forms of e-learning for patients and professionals, research methods in eHealth, geographic information systems, and telehealth. All sessions were recorded-presentations as video files and the student interaction as text files. Students were sent an email questionnaire of mostly open questions seeking their views of this form of learning. Responses were collated and anonymized by a colleague who was not part of the teaching team. Sessions were generally very interactive, with most students participating actively in breakout or full-class discussions. In a typical 2.5-hour session, students posted about 50 messages each. Two students did not complete all sessions; one withdrew from the pressure of work after session 6, and one from illness after session 7. Fourteen of the 16 responded to the feedback questionnaire. Most students (12/14) found the module useful or very useful, and all would recommend the module to others. All liked the method of delivery, in particular the interactivity, the variety of students, and the "closeness" of the group. Most (11/14) felt "connected" with the other students on the course. Many students (11/14) had previous experience with asynchronous e-learning, two as teachers; 12/14 students suggested advantages of synchronous methods, mostly associated with the interaction and feedback from teachers and peers. This model of synchronous e-learning based on interactive live webcasting was a successful method of delivering an international postgraduate module. Students found it engaging over a 10-week course. Although this is a small study, given that synchronous methods such as interactive webcasting are a much easier transition for lecturers used to face-to-face teaching than are asynchronous methods, they should be considered as part of the blend of e-learning methods. Further research and development is needed on interfaces and methods that are robust and accessible, on the most appropriate blend of synchronous and asynchronous work for different student groups, and on learning outcomes and effectiveness.

  9. Patient Narratives as a Teaching Tool: A Pilot Study of First-Year Medical Students and Patient Educators Affected by Intellectual/Developmental Disabilities.

    PubMed

    Coret, Alon; Boyd, Kerry; Hobbs, Kevin; Zazulak, Joyce; McConnell, Meghan

    2017-12-28

    People with intellectual and developmental disabilities (IDD) face complex biopsychosocial challenges and are medically underserved. This is in part due to insufficient resources and supports but can also be attributed to a lack of adequate physician training in addressing the unique needs of this population. This study aimed to introduce 1st-year medical students to the IDD population using a blended educational experience that included video narratives of and direct interactions with people affected by IDD. The goal of this intervention was to promote person-centered attitudes and communication among early medical trainees. The study recruited 27 first-year medical students and randomly assigned each to 1 of 2 groups. The control group received an introductory video lecture about IDD healthcare, followed by a quiz. The narrative group received the same lecture, followed by reflective discussion of videos featuring people living with IDD sharing their perspectives and stories. All students then participated in 4 simulated clinical encounters with patient educators (PEs) who have lived experiences of IDD. Focus groups were conducted with students following the simulated encounters to explore their experiences and perceptions of this blended learning activity. Moreover, secondary quantitative data were collected to assess students' performance in the clinical encounters, along with self-reports of comfort, confidence, and competence of interacting with people with IDD (pre- and postparticipation). All students thought that the blended educational experience was valuable and enjoyable, commenting on the importance of adaptable language and engagement of people with IDD, as well as the merits of reflecting on patient narratives. Students also discussed feelings of discomfort stemming from a lack of knowledge and previous exposure to IDD and how this discomfort might motivate them to learn more and develop their skills further. In addition, descriptive analyses revealed that students in the narrative group showed greater self-rated measures of comfort, confidence, and competence compared to control; they also had higher mean performance scores across all PE interview stations. PEs add a powerful real-life dimension to communication skills teaching and have been shown to be a valuable educational modality. Moreover, exposure to and reflection on video-based patient narratives are useful ways of teaching medical students about patients' lived experiences and promoting person-centered communication, both within and beyond IDD.

  10. Using interactive video technology in nursing education: a pilot study.

    PubMed

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

    A pilot study was conducted to analyze the benefits of using interactive technology with external assessors and graduating senior nursing students during Senior Nurse Leadership Assessment Day at the University of Central Missouri. The primary aim was to determine whether videoconferencing technology would promote recruitment and retention of professional nurse external assessors without compromising student learning. Among the issues discussed are the advantages and disadvantages of using interactive videoconferencing technology in education and the influence of external assessors in nursing education. The study results indicate that interactive videoconferencing is an effective, accepted format for educational opportunities such as Senior Nurse Leadership Assessment Day, based on the lived experiences of the study participants. In addition, the results demonstrate that interactive videoconferencing does not compromise student learning or assessment by external assessors.

  11. Cooperation stimulation strategies for peer-to-peer wireless live video-sharing social networks.

    PubMed

    Lin, W Sabrina; Zhao, H Vicky; Liu, K J Ray

    2010-07-01

    Human behavior analysis in video sharing social networks is an emerging research area, which analyzes the behavior of users who share multimedia content and investigates the impact of human dynamics on video sharing systems. Users watching live streaming in the same wireless network share the same limited bandwidth of backbone connection to the Internet, thus, they might want to cooperate with each other to obtain better video quality. These users form a wireless live-streaming social network. Every user wishes to watch video with high quality while paying as little as possible cost to help others. This paper focuses on providing incentives for user cooperation. We propose a game-theoretic framework to model user behavior and to analyze the optimal strategies for user cooperation simulation in wireless live streaming. We first analyze the Pareto optimality and the time-sensitive bargaining equilibrium of the two-person game. We then extend the solution to the multiuser scenario. We also consider potential selfish users' cheating behavior and malicious users' attacking behavior and analyze the performance of the proposed strategies with the existence of cheating users and malicious attackers. Both our analytical and simulation results show that the proposed strategies can effectively stimulate user cooperation, achieve cheat free and attack resistance, and help provide reliable services for wireless live streaming applications.

  12. Drilling Deep Into STEM Education with JOIDES Resolution Education and Outreach Officers

    NASA Astrophysics Data System (ADS)

    Christiansen, E. A.

    2015-12-01

    During International Ocean Discovery Program (IODP) expeditions, IODP scientists and Education/Outreach (E/O) Officers enter classrooms and informal science venues via live Internet video links between the JOIDES Resolution (JR) and land-based learning centers. Post-expedition, E/O Officers, serving as JR Ambassadors, deepen and broaden the learning experience by bringing STEM from the JR to the general public through targeted outreach events at those land-based sites. Youth and adult learners participate in scientific inquiry through interactive activities linked directly to the video broadcast experience. Outreach venues include museums, summer camps, and after-school programs; classroom visits from E/O Officers encompass kindergarten to undergraduate school groups and often include professional development for educators. Events are hands-on with simulations, expedition samples, core models, and equipment available for interaction. This program can serve as a model for linking virtual and real experiences; deepening the educational value of virtual field trip events; and bringing cutting edge science into both classrooms and informal science venues.

  13. Application of distance learning to interactive seminar instruction in orthodontic residency programs.

    PubMed

    Bednar, Eric D; Hannum, Wallace M; Firestone, Allen; Silveira, Anibal M; Cox, Thomas D; Proffit, William R

    2007-11-01

    A series of experiments involving 3 orthodontic departments has shown that distance learning can be acceptable to residents and effective in teaching concepts that are fundamental to orthodontic practice. Residents in each department participated in distance seminars, clinical conferences, and clinical seminars via high-speed Internet connections. The acceptability of this form of instruction was judged from evaluation forms completed by the residents. Its effectiveness was judged from pretests and posttests on the seminar topics. The improvement from pretest to posttest scores after observing a sequence of distance seminars was similar to that with direct instruction. Orthodontic residents rated the educational experiences positively. Live participation in seminars via video conferencing was preferred to live observation or later observation of a recording, but observation provided similar improvement in test scores. The acceptability of the distance seminars appeared to be influenced by the instructor's personality and teaching style in facilitating interaction, the seminar subject, the residents' comfort level in dealing with this technology, and the sequence for interaction vs observation. Further development of recorded seminars with live follow-up discussions has the potential to supplement instruction in graduate orthodontic programs and help with the impending shortage of experienced full-time orthodontic faculty.

  14. Live from Antarctica: the Coldest, Windiest Place on Earth

    NASA Technical Reports Server (NTRS)

    1994-01-01

    In this first part of a four part 'Passport to Knowledge Special', hosted by Camille Jennings from Maryland Public Television, children from Maryland and Texas schools had the opportunity to directly interact with and ask questions of scientists and researchers in Antarctica live. The physical characteristics of Antarctica are featured, along with their effects on the human and microbiological organisms living in the region. The reasons behind the clothing worn in the Antarctic and the importance of the meteorological station are featured. Interviews with Professor Ian Dolziel (U of Texas) and Lt. commander John Joseph, NSFA (the head of the Navy Meteorology Center) occur with the school children, along with actual video footage of the surrounding geological features and geography. The 'Weatherops' is located at McMurdo Station, Antarctica.

  15. Live from Antarctica: The coldest, windiest place on Earth

    NASA Astrophysics Data System (ADS)

    In this first part of a four part 'Passport to Knowledge Special', hosted by Camille Jennings from Maryland Public Television, children from Maryland and Texas schools had the opportunity to directly interact with and ask questions of scientists and researchers in Antarctica live. The physical characteristics of Antarctica are featured, along with their effects on the human and microbiological organisms living in the region. The reasons behind the clothing worn in the Antarctic and the importance of the meteorological station are featured. Interviews with Professor Ian Dolziel (U of Texas) and Lt. commander John Joseph, NSFA (the head of the Navy Meteorology Center) occur with the school children, along with actual video footage of the surrounding geological features and geography. The 'Weatherops' is located at McMurdo Station, Antarctica.

  16. Use of Internet Resources in the Biology Lecture Classroom.

    ERIC Educational Resources Information Center

    Francis, Joseph W.

    2000-01-01

    Introduces internet resources that are available for instructional use in biology classrooms. Provides information on video-based technologies to create and capture video sequences, interactive web sites that allow interaction with biology simulations, online texts, and interactive videos that display animated video sequences. (YDS)

  17. OceanVideoLab: A Tool for Exploring Underwater Video

    NASA Astrophysics Data System (ADS)

    Ferrini, V. L.; Morton, J. J.; Wiener, C.

    2016-02-01

    Video imagery acquired with underwater vehicles is an essential tool for characterizing seafloor ecosystems and seafloor geology. It is a fundamental component of ocean exploration that facilitates real-time operations, augments multidisciplinary scientific research, and holds tremendous potential for public outreach and engagement. Acquiring, documenting, managing, preserving and providing access to large volumes of video acquired with underwater vehicles presents a variety of data stewardship challenges to the oceanographic community. As a result, only a fraction of underwater video content collected with research submersibles is documented, discoverable and/or viewable online. With more than 1 billion users, YouTube offers infrastructure that can be leveraged to help address some of the challenges associated with sharing underwater video with a broad global audience. Anyone can post content to YouTube, and some oceanographic organizations, such as the Schmidt Ocean Institute, have begun live-streaming video directly from underwater vehicles. OceanVideoLab (oceanvideolab.org) was developed to help improve access to underwater video through simple annotation, browse functionality, and integration with related environmental data. Any underwater video that is publicly accessible on YouTube can be registered with OceanVideoLab by simply providing a URL. It is strongly recommended that a navigational file also be supplied to enable geo-referencing of observations. Once a video is registered, it can be viewed and annotated using a simple user interface that integrates observations with vehicle navigation data if provided. This interface includes an interactive map and a list of previous annotations that allows users to jump to times of specific observations in the video. Future enhancements to OceanVideoLab will include the deployment of a search interface, the development of an application program interface (API) that will drive the search and enable querying of content by other systems/tools, the integration of related environmental data from complementary data systems (e.g. temperature, bathymetry), and the expansion of infrastructure to enable broad crowdsourcing of annotations.

  18. Teaching Daily Living Skills to Seven Individuals with Severe Intellectual Disabilities: A Comparison of Video Prompting to Video Modeling

    ERIC Educational Resources Information Center

    Cannella-Malone, Helen I.; Fleming, Courtney; Chung, Yi-Cheih; Wheeler, Geoffrey M.; Basbagill, Abby R.; Singh, Angella H.

    2011-01-01

    We conducted a systematic replication of Cannella-Malone et al. by comparing the effects of video prompting to video modeling for teaching seven students with severe disabilities to do laundry and wash dishes. The video prompting and video modeling procedures were counterbalanced across tasks and participants and compared in an alternating…

  19. Interactive Video in Vocational Education. Overview. ERIC Digest No. 51.

    ERIC Educational Resources Information Center

    Kerka, Sandra

    Interactive video, a combination of computer-assisted instruction and video technology, is an important new development in instructional media. Because interactive video has its roots in individualized instruction, it is particulary useful in personalizing instruction by allowing students to proceed at their own pace (one of the tenets of…

  20. Using Interactive Video to Develop Preservice Teachers' Classroom Awareness

    ERIC Educational Resources Information Center

    Fadde, Peter; Sullivan, Patricia

    2013-01-01

    This study investigates the use of interactive video in teacher education as a way of laying the cognitive groundwork for developing teacher self-reflection. Two interactive video approaches were designed to help early preservice teachers (novices) align what they observed in classroom teaching videos of other preservice teachers with what…

  1. Asynchronous Video Streaming vs. Synchronous Videoconferencing for Teaching a Pharmacogenetic Pharmacotherapy Course

    PubMed Central

    2007-01-01

    Objectives To compare students' performance and course evaluations for a pharmacogenetic pharmacotherapy course taught by synchronous videoconferencing method via the Internet and for the same course taught via asynchronous video streaming via the Internet. Methods In spring 2005, a pharmacogenetic therapy course was taught to 73 students located on Amarillo, Lubbock, and Dallas campuses using synchronous videoconferencing, and in spring 2006, to 78 students located on the same 3 campuses using asynchronous video streaming. A course evaluation was administered to each group at the end of the courses. Results Students in the asynchronous setting had final course grades of 89% ± 7% compared to the mean final course grade of 87% ± 7% in the synchronous group (p = 0.05). Regardless of which technology was used, average course grades did not differ significantly among the 3 campus sites. Significantly more of the students in the asynchronous setting agreed (57%) with the statement that they could read the lecture notes and absorb the content on their own without attending the class than students in the synchronous class (23%; chi-square test; p < 0.001). Conclusions Students in both asynchronous and synchronous settings performed well. However, students taught using asynchronous videotaped lectures had lower satisfaction with the method of content delivery, and preferred live interactive sessions or a mix of interactive sessions and asynchronous videos over delivery of content using the synchronous or asynchronous method alone. PMID:17429516

  2. The effect of context and audio-visual modality on emotions elicited by a musical performance

    PubMed Central

    Coutinho, Eduardo; Scherer, Klaus R.

    2016-01-01

    In this work, we compared emotions induced by the same performance of Schubert Lieder during a live concert and in a laboratory viewing/listening setting to determine the extent to which laboratory research on affective reactions to music approximates real listening conditions in dedicated performances. We measured emotions experienced by volunteer members of an audience that attended a Lieder recital in a church (Context 1) and emotional reactions to an audio-video-recording of the same performance in a university lecture hall (Context 2). Three groups of participants were exposed to three presentation versions in Context 2: (1) an audio-visual recording, (2) an audio-only recording, and (3) a video-only recording. Participants achieved statistically higher levels of emotional convergence in the live performance than in the laboratory context, and the experience of particular emotions was determined by complex interactions between auditory and visual cues in the performance. This study demonstrates the contribution of the performance setting and the performers’ appearance and nonverbal expression to emotion induction by music, encouraging further systematic research into the factors involved. PMID:28781419

  3. Interactive Video Usage on Autism Spectrum Disorder Training in Medical Education

    ERIC Educational Resources Information Center

    Taslibeyaz, Elif; Dursun, Onur Burak; Karaman, Selcuk

    2017-01-01

    This study aimed to compare the effects of interactive and non-interactive videos concerning the autism spectrum disorder on medical students' achievement. It also evaluated the relation between the interactive videos' interactivity and the students' decision-making process. It used multiple methods, including quantitative and qualitative methods.…

  4. The effects of video modeling in teaching functional living skills to persons with ASD: A meta-analysis of single-case studies.

    PubMed

    Hong, Ee Rea; Ganz, Jennifer B; Mason, Rose; Morin, Kristi; Davis, John L; Ninci, Jennifer; Neely, Leslie C; Boles, Margot B; Gilliland, Whitney D

    2016-10-01

    Many individuals with autism spectrum disorders (ASD) show deficits in functional living skills, leading to low independence, limited community involvement, and poor quality of life. With development of mobile devices, utilizing video modeling has become more feasible for educators to promote functional living skills of individuals with ASD. This article aims to review the single-case experimental literature and aggregate results across studies involving the use of video modeling to improve functional living skills of individuals with ASD. The authors extracted data from single-case experimental studies and evaluated them using the Tau-U effect size measure. Effects were also differentiated by categories of potential moderators and other variables, including age of participants, concomitant diagnoses, types of video modeling, and outcome measures. Results indicate that video modeling interventions are overall moderately effective with this population and dependent measures. While significant differences were not found between categories of moderators and other variables, effects were found to be at least moderate for most of them. It is apparent that more single-case experiments are needed in this area, particularly with preschool and secondary-school aged participants, participants with ASD-only and those with high-functioning ASD, and for video modeling interventions addressing community access skills. Copyright © 2016 Elsevier Ltd. All rights reserved.

  5. Effects of Training Using Video Games on the Muscle Strength, Muscle Tone, and Activities of Daily Living of Chronic Stroke Patients

    PubMed Central

    Lee, GyuChang

    2013-01-01

    [Purpose] The purpose of this study was to investigate the effects of training using video games played on the Xbox Kinect on the muscle strength, muscle tone, and activities of daily living of post-stroke patients. [Subjects] Fourteen stroke patients were recruited. They were randomly allocated into two groups; the experimental group (n=7) and the control group (n=7). [Methods] The experimental group performed training using video games played on the Xbox Kinect together with conventional occupational therapy for 6 weeks (1 hour/day, 3 days/week), and the control group received conventional occupational therapy only for 6 weeks (30 min/day, 3 days/week). Before and after the intervention, the participants were measured for muscle strength, muscle tone, and performance of activities of daily living. [Results] There were significant differences pre- and post-test in muscle strength of the upper extremities, except the wrist, and performance of activities of daily living in the experimental group. There were no significant differences between the two groups at post-test. [Conclusion] The training using video games played on the Xbox Kinect had a positive effect on the motor function and performance of activities of daily living. This study showed that training using video games played on the Xbox Kinect may be an effective intervention for the rehabilitation of stroke patients. PMID:24259810

  6. Using Web 2.0 tools to connect shore-based users to live science from the wide blue ocean

    NASA Astrophysics Data System (ADS)

    Cooper, S. K.; Peart, L.; Collins, J.

    2009-12-01

    The fast-expanding use of social networking tools, combined with improved connectivity available through satellite-provided internet on board the scientific ocean drilling vessel JOIDES Resolution (the JR), has allowed for a whole new kind of interaction. Unlike in the not-so-distant past, when non-participants were forced to wait for months to read about the results of ongoing research, web tools allow almost instantaneous participation in ship-based ocean science. Utilizing a brand new portal, joidesresolution.org, scientists and educators at sea can post daily blogs about their work and respond to questions and comments on those blogs, update the JR’s Facebook and Twitter pages, and post videos and photos to YouTube and Flickr regularly. Live video conferencing tools also allow for direct interaction with scientists and a view into the work being done on board in real time. These tools have allowed students, teachers and families, groups and individuals on shore to follow along with the expeditions of the ship and its exciting scientific explorations -- and become a part of them. Building this community provides a whole range of rich interactions and brings seafloor research and the real process of science to those who would never before have had access to it. This presentation will include an overview of the web portal and its associated social networking sites, as well as a discussion of the challenges and lessons learned over nearly a year of utilizing these new tools. The web portal joidesresolution.org home page.

  7. The Impact of a Question-Embedded Video-Based Learning Tool on E-Learning

    ERIC Educational Resources Information Center

    Vural, Omer Faruk

    2013-01-01

    In this study, it is mainly focused on investigating the effect of question-embedded online interactive video environment on student achievement. A quasi-experimental design was development to compare the effectiveness of a question-embedded interactive video environment (QVE) and an interactive video environment without the question component…

  8. Medical student case presentation performance and perception when using mobile learning technology in the emergency department.

    PubMed

    Tews, Matthew; Brennan, Kimberly; Begaz, Tomer; Treat, Robert

    2011-01-01

    Hand-held mobile learning technology provides opportunities for clinically relevant self-instructional modules to augment traditional bedside teaching. Using this technology as a teaching tool has not been well studied. We sought to evaluate medical students' case presentation performance and perception when viewing short, just-in-time mobile learning videos using the iPod touch prior to patient encounters. Twenty-two fourth-year medical students were randomized to receive or not to receive instruction by video, using the iPod Touch, prior to patient encounters. After seeing a patient, they presented the case to their faculty, who completed a standard data collection sheet. Students were surveyed on their perceived confidence and effectiveness after using these videos. Twenty-two students completed a total of 67 patient encounters. There was a statistically significant improvement in presentations when the videos were viewed for the first time (p=0.032). There was no difference when the presentations were summed for the entire rotation (p=0.671). The reliable (alpha=0.97) survey indicated that the videos were a useful teaching tool and gave students more confidence in their presentations. Medical student patient presentations were improved with the use of mobile instructional videos following first time use, suggesting mobile learning videos may be useful in medical student education. Clinical educators should consider whether, in an instance where live bedside or direct interactive teaching is unavailable, using just-in-time educational videos on a handheld device might be useful as a supplemental instructional strategy.

  9. Dino Fest

    NASA Technical Reports Server (NTRS)

    Rosenberg, Gary D. (Editor); Wolberg, Donald L. (Editor); Spencer, Randall S. (Editor)

    1994-01-01

    This document and video represent the proceedings of the first Dino Fest conference, which was unprecedented in bringing together exhibits of dinosaurs and other fossils and attracting many of the world's leading paleontologists and science educators, students and the public. This first Dino Fest consisted of scores of exhibits that included live and fossil plants, invertebrates and vertebrates. Lasting three weeks, the event concluded with a three-day symposium, providing dinosaur experts from around the country a forum to discuss their research and ideas with the public and other scientists. The document presents the talks of many of the scientists. The video is from an interactive television broadcast relayed by a NASA satellite that enabled children at remote locations to ask questions of a panel of dinosaur experts, literally reaching an audience around the world.

  10. Continuous Video Modeling to Assist with Completion of Multi-Step Home Living Tasks by Young Adults with Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.

    2014-01-01

    The current study evaluated a relatively new video-based procedure, continuous video modeling (CVM), to teach multi-step cleaning tasks to high school students with moderate intellectual disability. CVM in contrast to video modeling and video prompting allows repetition of the video model (looping) as many times as needed while the user completes…

  11. Geometric database maintenance using CCTV cameras and overlay graphics

    NASA Astrophysics Data System (ADS)

    Oxenberg, Sheldon C.; Landell, B. Patrick; Kan, Edwin

    1988-01-01

    An interactive graphics system using closed circuit television (CCTV) cameras for remote verification and maintenance of a geometric world model database has been demonstrated in GE's telerobotics testbed. The database provides geometric models and locations of objects viewed by CCTV cameras and manipulated by telerobots. To update the database, an operator uses the interactive graphics system to superimpose a wireframe line drawing of an object with known dimensions on a live video scene containing that object. The methodology used is multipoint positioning to easily superimpose a wireframe graphic on the CCTV image of an object in the work scene. An enhanced version of GE's interactive graphics system will provide the object designation function for the operator control station of the Jet Propulsion Laboratory's telerobot demonstration system.

  12. Unmanned Warfare: Second and Third Order Effects Stemming from the Afghan Operational Environment between 2001 and 2010

    DTIC Science & Technology

    2011-06-10

    the very nature of warfare took a dramatic step into the future. With new assets capable of remaining airborne for nearly 24 hours and live video ...warfare took a dramatic step into the future. With new assets capable of remaining airborne for nearly 24 hours and live video feeds streaming to...shape the battlefield during protracted combat operations. From the real time video feeds, to the 24 hour coverage of an area of interest, tangible

  13. Review of Video Prompting Studies for Persons with Developmental Disabilities

    ERIC Educational Resources Information Center

    Banda, Devender R.; Dogoe, Maud S.; Matuszny, Rose Marie

    2011-01-01

    We reviewed 18 video prompting studies that were conducted with persons with developmental disabilities. Results across the studies indicate that video prompting is a viable method for improving various domestic, vocational, and independent living skills. In addition, video prompting strategies facilitated maintenance and generalization of learned…

  14. Recent Developments in Interactive and Communicative CALL: Hypermedia and "Intelligent" Systems.

    ERIC Educational Resources Information Center

    Coughlin, Josette M.

    Two recent developments in computer-assisted language learning (CALL), interactive video systems and "intelligent" games, are discussed. Under the first heading, systems combining the use of a computer and video disc player are described, and Compact Discs Interactive (CDI) and Digital Video Interactive (DVI) are reviewed. The…

  15. Distributing digital video to multiple computers

    PubMed Central

    Murray, James A.

    2004-01-01

    Video is an effective teaching tool, and live video microscopy is especially helpful in teaching dissection techniques and the anatomy of small neural structures. Digital video equipment is more affordable now and allows easy conversion from older analog video devices. I here describe a simple technique for bringing digital video from one camera to all of the computers in a single room. This technique allows students to view and record the video from a single camera on a microscope. PMID:23493464

  16. Word Learning from Videos: More Evidence from 2-Year-Olds

    ERIC Educational Resources Information Center

    Allen, Rebekah; Scofield, Jason

    2010-01-01

    Young children are frequently exposed to examples of screen media like videos. The current studies asked whether videos would support word learning and whether word learning from videos might resemble word learning from a live speaker. In Study 1, 2-year-olds saw a video of a target image being labelled with a novel word and were later asked to…

  17. Views of Caregivers on the Ethics of Assistive Technology Used for Home Surveillance of People Living with Dementia.

    PubMed

    Mulvenna, Maurice; Hutton, Anton; Coates, Vivien; Martin, Suzanne; Todd, Stephen; Bond, Raymond; Moorhead, Anne

    2017-01-01

    This paper examines the ethics of using assistive technology such as video surveillance in the homes of people living with dementia. Ideation and concept elaboration around the introduction of a camera-based surveillance service in the homes of people with dementia, typically living alone, is explored. The paper reviews relevant literature on surveillance of people living with dementia, and summarises the findings from ideation and concept elaboration workshops, designed to capture the views of those involved in the care of people living with dementia at home. The research question relates to the ethical considerations of using assistive technologies that include video surveillance in the homes of people living with dementia, and the implications for a person living with dementia whenever video surveillance is used in their home and access to the camera is given to the person's family. The review of related work indicated that such video surveillance may result in loss of autonomy or freedom for the person with dementia. The workshops reflected the findings from the related work, and revealed useful information to inform the service design, in particular in fine-tuning the service to find the best relationship between privacy and usefulness. Those who took part in the workshops supported the concept of the use of camera in the homes of people living with dementia, with some significant caveats around privacy. The research carried out in this work is small in scale but points towards an acceptance by many caregivers of people living with dementia of surveillance technologies. This paper indicates that those who care for people living with dementia at home are willing to make use of camera technology and therefore the value of this work is to help shed light on the direction for future research.

  18. The use of video clips in teleconsultation for preschool children with movement disorders.

    PubMed

    Gorter, Hetty; Lucas, Cees; Groothuis-Oudshoorn, Karin; Maathuis, Carel; van Wijlen-Hempel, Rietje; Elvers, Hans

    2013-01-01

    To investigate the reliability and validity of video clips in assessing movement disorders in preschool children. The study group included 27 children with neuromotor concerns. The explorative validity group included children with motor problems (n = 21) or with typical development (n = 9). Hempel screening was used for live observation of the child, full recording, and short video clips. The explorative study tested the validity of the clinical classifications "typical" or "suspect." Agreement between live observation and the full recording was almost perfect; Agreement for the clinical classification "typical" or "suspect" was substantial. Agreement between the full recording and short video clips was substantial to moderate. The explorative validity study, based on short video clips and the presence of a neuromotor developmental disorder, showed substantial agreement. Hempel screening enables reliable and valid observation of video clips, but further research is necessary to demonstrate the predictive value.

  19. Using Video Conferencing in Lecture Classes

    ERIC Educational Resources Information Center

    Gibbs, Bill; Larson, Erik

    2007-01-01

    Duquesne University's department of journalism and multimedia arts supports many of its classes with Mediasite Live, a video conferencing system that captures the output of presentation devices and streams it live to the Web, as well as recording presentations for Web streaming or recording to CD or DVD. Bill Gibbs and Erik Larson examine the…

  20. Take Off! Aeronautics and Aviation Science: Careers and Opportunities

    NASA Technical Reports Server (NTRS)

    1998-01-01

    Funded by National Aeronautic and Space Administration's High Performance Computing and Communications/ Learning Technologies Project (HPCC/LTP) Cooperative Agreement, Aeronautics and aviation Science: Careers and Opportunities was operative from July 1995 through July 1998. This project operated as a collaboration with Massachusetts Corporation for Educational Telecommunications, the Federal Aviation Administration, Bridgewater State College and four targeted "core sites" in the greater Boston area: Dorchester, Malden, East Boston and Randolph. In its first and second years, a video series with a participatory website on aeronautics and aviation science was developed and broadcast via "live, interactive" satellite feed. Accompanying teacher and student supplementary instructional materials for grades 6-12 were produced and disseminated by the Massachusetts Corporation for Educational Telecommunications (MCET). In year three, the project team redesigned the website, edited 14 videos to a five part thematic unit, and developed a teacher's guide to the video and web materials supplement for MAC and PC platforms, aligned with national standards. In the MCET grant application it states that project Take Off! in its initial phase would recruit and train teachers at "core" sites in the greater Boston area, as well as opening participation to other on-line users of MCET's satellite feeds. "Core site" classrooms would become equipped so that teachers and students might become engaged in an interactive format which aimed at not only involving the students during the "live" broadcast of the instructional video series, but which would encourage participation in electronic information gathering and sharing among participants. As a Take Off! project goal, four schools with a higher than average proportion of minority and underrepresented youth were invited to become involved with the project to give these students the opportunity to consider career exploration and development in the field of science aviation and aeronautics. The four sites chosen to participate in this project were East Boston High School, Dorchester High School, Randolph Junior-Senior High School and Malden High School. In year 3 Dorchester was unable to continue to fully participate and exited out. Danvers was added to the "core site" list in year 3.

  1. Development of an Educational Interactive Video-DVD on Dairy Health Management Practices

    ERIC Educational Resources Information Center

    Vidya, P.; Manivannan, C.

    2010-01-01

    A study was carried out to design, develop and test an educational interactive video-DVD on dairy health management practices. Design for the provision of menus and sub-menus in the developed video-DVD facilitated interactivity by means of branching navigation to different chapters in the video content. A total of 60 dairy farmers owning DVD…

  2. Nationwide Eclipse Ballooning Project

    NASA Astrophysics Data System (ADS)

    Colman Des Jardins, Angela; Berk Knighton, W.; Larimer, Randal; Mayer-Gawlik, Shane; Fowler, Jennifer; Harmon, Christina; Koehler, Christopher; Guzik, Gregory; Flaten, James; Nolby, Caitlin; Granger, Douglas; Stewart, Michael

    2016-05-01

    The purpose of the Nationwide Eclipse Ballooning Project is to make the most of the 2017 rare eclipse event in four main areas: public engagement, workforce development, partnership development, and science. The Project is focused on two efforts, both student-led: online live video of the eclipse from the edge of space and the study of the atmospheric response to the eclipse. These efforts, however, involving more than 60 teams across the US, are challenging in many ways. Therefore, the Project is leveraging the NASA Space Grant and NOAA atmospheric science communities to make it a success. The first and primary topic of this poster is the NASA Space Grant supported online live video effort. College and high school students on 48 teams from 31 states will conduct high altitude balloon flights from 15-20 locations across the 8/21/2017 total eclipse path, sending live video and images from near space to a national website. Video and images of a total solar eclipse from near space are fascinating and rare. It’s never been done live and certainly not in a network of coverage across a continent. In addition to the live video to the web, these teams are engaged in several other science experiments as secondary payloads. We also briefly highlight the eclipse atmospheric science effort, where about a dozen teams will launch over one hundred radiosondes from across the 2017 path, recording an unprecedented atmospheric data sample. Collected data will include temperature, density, wind, humidity, and ozone measurements.

  3. Interaction Support for Information Finding and Comparative Analysis in Online Video

    ERIC Educational Resources Information Center

    Xia, Jinyue

    2017-01-01

    Current online video interaction is typically designed with a focus on straightforward distribution and passive consumption of individual videos. This "click play, sit back and watch" context is typical of videos for entertainment. However, there are many task scenarios that require active engagement and analysis of video content as a…

  4. Engineering a Live UHD Program from the International Space Station

    NASA Technical Reports Server (NTRS)

    Grubbs, Rodney; George, Sandy

    2017-01-01

    The first-ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a “Super Session” at the National Association of Broadcasters (NAB) Show in April 2017. Ultra-High Definition is four times the resolution of “full HD” or “1080P” video. Also referred to as “4K”, the Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. A similar demonstration was conducted in 2006 with the Discovery Channel to demonstrate the ability to stream HDTV from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a “live” event was staged when the UHD video coming from the ISS had a latency of 10+ seconds. In addition, the paper will touch on the unique collaboration between the inherently governmental aspects of the ISS, commercial partners Amazon and Elemental, and the National Association of Broadcasters.

  5. Interactional Quality Depicted in Infant and Toddler Videos: Where Are the Interactions?

    ERIC Educational Resources Information Center

    Fenstermacher, Susan K.; Barr, Rachel; Brey, Elizabeth; Pempek, Tiffany A.; Ryan, Maureen; Calvert, Sandra L.; Shwery, Clay E.; Linebarger, Deborah

    2010-01-01

    This study examined the social-emotional content and the quality of social interactions depicted in a sample of 58 DVDs marketed towards infants and toddlers. Infant-directed videos rarely used social interactions between caregiver and child or between peers to present content. Even when videos explicitly targeted social-emotional content,…

  6. Ready for Their Close-Ups

    ERIC Educational Resources Information Center

    Foster, Andrea L.

    2006-01-01

    American college students are increasingly posting videos of their lives online, due to Web sites like Vimeo and Google Video that host video material free and the ubiquity of camera phones and other devices that can take video-clips. However, the growing popularity of online socializing has many safety experts worried that students could be…

  7. Extraction and analysis of neuron firing signals from deep cortical video microscopy

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kerekes, Ryan A; Blundon, Jay

    We introduce a method for extracting and analyzing neuronal activity time signals from video of the cortex of a live animal. The signals correspond to the firing activity of individual cortical neurons. Activity signals are based on the changing fluorescence of calcium indicators in the cells over time. We propose a cell segmentation method that relies on a user-specified center point, from which the signal extraction method proceeds. A stabilization approach is used to reduce tissue motion in the video. The extracted signal is then processed to flatten the baseline and detect action potentials. We show results from applying themore » method to a cortical video of a live mouse.« less

  8. A single frame: imaging live cells twenty-five years ago.

    PubMed

    Fink, Rachel

    2011-07-01

    In the mid-1980s live-cell imaging was changed by the introduction of video techniques, allowing new ways to collect and store data. The increased resolution obtained by manipulating video signals, the ability to use time-lapse videocassette recorders to study events that happen over long time intervals, and the introduction of fluorescent probes and sensitive video cameras opened research avenues previously unavailable. The author gives a personal account of this evolution, focusing on cell migration studies at the Marine Biological Laboratory 25 years ago. Copyright © 2011 Wiley-Liss, Inc.

  9. Appalshop Film and Video on Culture and Social Issues.

    ERIC Educational Resources Information Center

    Appalshop Film and Video, Whitesburg, KY.

    This collection of 76 award-winning films and videos shows people from the southern Appalachian mountains pursuing the chance to work, to live in health and peace, to share their lives with loved ones, and to create and sustain that which is beautiful. Item categories are: 1992 releases; environmental issues; women's stories; cultural identity;…

  10. Combining Live Video and Audio Broadcasting, Synchronous Chat, and Asynchronous Open Forum Discussions in Distance Education

    ERIC Educational Resources Information Center

    Teng, Tian-Lih; Taveras, Marypat

    2004-01-01

    This article outlines the evolution of a unique distance education program that began as a hybrid--combining face-to-face instruction with asynchronous online teaching--and evolved to become an innovative combination of synchronous education using live streaming video, audio, and chat over the Internet, blended with asynchronous online discussions…

  11. Using Text Mining to Uncover Students' Technology-Related Problems in Live Video Streaming

    ERIC Educational Resources Information Center

    Abdous, M'hammed; He, Wu

    2011-01-01

    Because of their capacity to sift through large amounts of data, text mining and data mining are enabling higher education institutions to reveal valuable patterns in students' learning behaviours without having to resort to traditional survey methods. In an effort to uncover live video streaming (LVS) students' technology related-problems and to…

  12. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    DTIC Science & Technology

    2006-01-01

    segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive...multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial

  13. The Power of Effective Design in e-Learning: A Study of the "Mayo Effect" Video

    ERIC Educational Resources Information Center

    Fan, Jiang Ping

    2014-01-01

    When the Mayo Effect video went live on the Mayo intranet in June 2010, it was very well received at Mayo Clinic. The message in the video was so effectively delivered that it became an instant sensation across the institution. The video contains about 461 words. In such a short video, every part of its architectural design, whether it is visual,…

  14. First Virtual Live Conference in Healthcare.

    PubMed

    Parthasarathi, Ramakrishnan; Gomes, Rachel M; Palanivelu, Praveen Raj; Senthilnathan, Palanisamy; Rajapandian, Subbiah; Venkatachalam, Ramasamy; Palanivelu, Chinnusamy

    2017-07-01

    Conferences and meetings bring together thousands of doctors from diverse locations. However, the traveling, accommodation, and arrangement of venues for conferences and meetings are expensive and a lot of time needs to be devoted to these logistics. The purpose of this article was to present our own virtual live conference experience using web conferencing and to briefly outline the basics and advantages of this technology in organization of healthcare conferences. Web conferencing technology was used to organize an international bariatric surgery conference, allowing a large number of attendees to participate and interact from wherever they were, using merely an Internet connection with a video player on their personal computers, laptops, or smartphones. A virtual live conference saves a lot of time and cost and simplifies the logistics needed to organize a learning conference with worldwide participation. As far as we know, this is the first report of a virtual live conference in healthcare. We see it as the future of organizing experts as well as medical teaching conferences.

  15. Social learning in nest-building birds watching live-streaming video demonstrators.

    PubMed

    Guillette, Lauren M; Healy, Susan D

    2018-02-13

    Determining the role that social learning plays in construction behaviours, such as nest building or tool manufacture, could be improved if more experimental control could be gained over the exact public information that is provided by the demonstrator, to the observing individual. Using video playback allows the experimenter to choose what information is provided, but will only be useful in determining the role of social learning if observers attend to, and learn from, videos in a manner that is similar to live demonstration. The goal of the current experiment was to test whether live-streamed video presentations of nest building by zebra finches Taeniopygia guttata would lead observers to copy the material choice demonstrated to them. Here, males that had not previously built a nest were given an initial preference test between materials of two colours. Those observers then watched live-stream footage of a familiar demonstrator building a nest with material of the colour that the observer did not prefer. After this experience, observers were given the chance to build a nest with materials of the two colours. Although two-thirds of the observer males preferred material of the demonstrated colour after viewing the demonstrator build a nest with material of that colour more than they had previously, their preference for the demonstrated material was not as strong as that of observers that had viewed live demonstrator builders in a previous experiment. Our results suggest researchers should proceed with caution before using video demonstration in tests of social learning. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  16. Using Interactive Video Instruction To Enhance Public Speaking Instruction.

    ERIC Educational Resources Information Center

    Cronin, Michael W.; Kennan, William R.

    Noting that interactive video instruction (IVI) should not and cannot replace classroom instruction, this paper offers an introduction to interactive video instruction as an innovative technology that can be used to expand pedagogical opportunities in public speaking instruction. The paper: (1) defines the distinctive features of IVI; (2) assesses…

  17. Genuine eye contact elicits self-referential processing.

    PubMed

    Hietanen, Jonne O; Hietanen, Jari K

    2017-05-01

    The effect of eye contact on self-awareness was investigated with implicit measures based on the use of first-person singular pronouns in sentences. The measures were proposed to tap into self-referential processing, that is, information processing associated with self-awareness. In addition, participants filled in a questionnaire measuring explicit self-awareness. In Experiment 1, the stimulus was a video clip showing another person and, in Experiment 2, the stimulus was a live person. In both experiments, participants were divided into two groups and presented with the stimulus person either making eye contact or gazing downward, depending on the group assignment. During the task, the gaze stimulus was presented before each trial of the pronoun-selection task. Eye contact was found to increase the use of first-person pronouns, but only when participants were facing a real person, not when they were looking at a video of a person. No difference in self-reported self-awareness was found between the two gaze direction groups in either experiment. The results indicate that eye contact elicits self-referential processing, but the effect may be stronger, or possibly limited to, live interaction. Copyright © 2017 Elsevier Inc. All rights reserved.

  18. Live Lectures or Online Videos: Students' Resource Choices in a First-Year University Mathematics Module

    ERIC Educational Resources Information Center

    Howard, Emma; Meehan, Maria; Parnell, Andrew

    2018-01-01

    In "Maths for Business", a mathematics module for non-mathematics specialists, students are given the choice of completing the module content via short online videos, live lectures or a combination of both. In this study, we identify students' specific usage patterns with both of these resources and discuss their reasons for the…

  19. Live Video Classroom Observation: An Effective Approach to Reducing Reactivity in Collecting Observational Information for Teacher Professional Development

    ERIC Educational Resources Information Center

    Liang, Jiwen

    2015-01-01

    This paper examines the significance of live video classroom observations of teaching practice to reduce reactivity (the observer effect) so as to obtain more credible observational information for teacher professional development in a secondary school in the largest city in southern China. Although much has been discussed regarding the use of…

  20. Blood Circulation Laboratory Investigations with Video Are Less Investigative than Instructional Blood Circulation Laboratories with Live Organisms

    ERIC Educational Resources Information Center

    Hoover, Mildred A.; Pelaez, Nancy J.

    2008-01-01

    Live organisms versus digital video of the organisms were used to challenge students' naive ideas and misconceptions about blood, the heart, and circulatory patterns. Three faculty members taught 259 grade 10 biology students in a California high school with students from diverse ethnolinguistic groups who were divided into 5 classes using…

  1. Real-time lens distortion correction: speed, accuracy and efficiency

    NASA Astrophysics Data System (ADS)

    Bax, Michael R.; Shahidi, Ramin

    2014-11-01

    Optical lens systems suffer from nonlinear geometrical distortion. Optical imaging applications such as image-enhanced endoscopy and image-based bronchoscope tracking require correction of this distortion for accurate localization, tracking, registration, and measurement of image features. Real-time capability is desirable for interactive systems and live video. The use of a texture-mapping graphics accelerator, which is standard hardware on current motherboard chipsets and add-in video graphics cards, to perform distortion correction is proposed. Mesh generation for image tessellation, an error analysis, and performance results are presented. It is shown that distortion correction using commodity graphics hardware is substantially faster than using the main processor and can be performed at video frame rates (faster than 30 frames per second), and that the polar-based method of mesh generation proposed here is more accurate than a conventional grid-based approach. Using graphics hardware to perform distortion correction is not only fast and accurate but also efficient as it frees the main processor for other tasks, which is an important issue in some real-time applications.

  2. A qualitative study to inform the development of a video game for adolescent HIV prevention.

    PubMed

    Hieftje, Kimberly; Rosenthal, Marjorie S; Camenga, Deepa R; Edelman, E Jennifer; Fiellin, Lynn E

    2012-08-10

    To inform the development of an interactive video game focused on behavior change to reduce risk and promote HIV prevention in young minority adolescents. We used qualitative methods guided by community-partnered research principles to conduct and analyze 16 individual interviews and six focus groups with 10-15 year old boys and girls (36 unique participants) at a neighborhood-based non-profit organization serving youth from low-resource neighborhoods. We identified three recurring themes. Adolescents report protective factors and facilitators to engaging in risk behaviors including: 1) their personal ability to balance the tension between individuation and group membership; 2) the presence of stable mentor figures in their life; and 3) the neighborhood in which they live. By conducting a qualitative study guided by community-partnered research principles, we identified themes from our target audience that could be translated into a video game-based intervention, including the storyline and character development. These methods may increase the intervention's efficacy at promoting HIV prevention by making them more tailored and relevant to a specific population.

  3. Is time spent playing video games associated with mental health, cognitive and social skills in young children?

    PubMed

    Kovess-Masfety, Viviane; Keyes, Katherine; Hamilton, Ava; Hanson, Gregory; Bitfoi, Adina; Golitz, Dietmar; Koç, Ceren; Kuijpers, Rowella; Lesinskiene, Sigita; Mihova, Zlatka; Otten, Roy; Fermanian, Christophe; Pez, Ondine

    2016-03-01

    Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6-11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31-2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44-2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2-0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate children should be further investigated.

  4. Don’t Try This at Home: Toddlers’ Imitation of New Skills from People on Video

    PubMed Central

    Strouse, Gabrielle A.; Troseth, Georgene L.

    2008-01-01

    Imitation of people on educational television is a potential way for very young children to learn new skills. Although toddlers in previous studies exhibited a “video deficit” in learning, 24-month-olds in Study 1 successfully reproduced behaviors modeled by a person who was on video as well as they did those modeled by a person who was present in the room (even after a 24-hour delay). Neither displaced filming context nor cuts between actions affected toddler’s imitation from video. Shortening the demonstration in Study 2 affected imitation in the video condition but not in the live condition. In Study 3, 24-month-olds who viewed the original, longer videos on their family TV (with which they had a viewing history) imitated significantly less than those who viewed the videos on the lab monitor. Imitation of a live modeler was the same across settings (home or lab). Implications for toddlers’ judgments of reliable information sources and for the design of educational television programs are discussed. PMID:18675431

  5. Power through education. IEC materials.

    PubMed

    1995-09-01

    This news brief is about a video on adolescent reproductive health in developing countries, which was produced in preparation for the Beijing Fourth World Conference on Women. The video documents the adolescent experiences of a rural girl in Bangladesh, an urban girl in Mexico City, and a poor girl from rural Thailand. The photos and story explain the actual lives of these adolescent women and give voice to their thoughts about their lives. Moni, who is 13, lives in a remote rural village in Bangladesh. She began menstruating 6 months after her marriage. Her role is to do the housework for her husband's family of 12 people. There is no choice. Luz, who is 15 years of age and lives in Mexico City, experienced a nonmarital pregnancy and cessation of education. The unplanned pregnancy occurred due to lack of knowledge. The 19-year-old Nagor lived in a small Thai village until she became involved in prostitution through her sister and other village girls. The attraction was income to help her family. Lack of knowledge and being the youngest of 9 children contributed to her situation. The video uses these cases to illustrate the importance of empowerment of women through equal educational opportunity, access to reproductive health information and services, and economic independence. The cases illustrate dramatically how the lack of information can impact strongly on women's lives. The video is available with English narration. JOICFP has a variety of audio-visual materials on reproductive health education, family planning, and empowerment of women.

  6. Use of Social Media Among Individuals Who Suffer From Post-Traumatic Stress: A Qualitative Analysis of Narratives.

    PubMed

    Salzmann-Erikson, Martin; Hiçdurmaz, Duygu

    2017-01-01

    Suffering from post-traumatic stress impacts and restricts the life situation of the individual on several levels, not least regarding social difficulties. Social media on the Internet facilitate new possibilities for interaction and communication. Earlier research has demonstrated that people use social media to seek support and to discuss health-related issues. The current study aimed to describe how individuals suffering from post-traumatic stress use social media to convey authentic narratives of their daily lives, including illness, and further, to analyze the content of this media use. The data comprised YouTube videos, blogs, and forum discussions. Five categories cover the findings: (a) structure of the narrative, (b) narrating the trauma, (c) restrictions in life, (d) strategies in everyday living, and (e) online interaction. We stress that sharing narratives online facilitates a "verbalizing" of the life conditions of the sufferers and can be used as a self-care activity. © The Author(s) 2016.

  7. Live lectures or online videos: students' resource choices in a first-year university mathematics module

    NASA Astrophysics Data System (ADS)

    Howard, Emma; Meehan, Maria; Parnell, Andrew

    2018-05-01

    In Maths for Business, a mathematics module for non-mathematics specialists, students are given the choice of completing the module content via short online videos, live lectures or a combination of both. In this study, we identify students' specific usage patterns with both of these resources and discuss their reasons for the preferences they exhibit. In 2015-2016, we collected quantitative data on each student's resource usage (attendance at live lectures and access of online videos) for the entire class of 522 students and employed model-based clustering which identified four distinct resource usage patterns with lectures and/or videos. We also collected qualitative data on students' perceptions of resource usage through a survey administered at the end of the semester, to which 161 students responded. The 161 survey responses were linked to each cluster and analysed using thematic analysis. Perceived benefits of videos include flexibility of scheduling and pace, and avoidance of large, long lectures. In contrast, the main perceived advantages of lectures are the ability to engage in group tasks, to ask questions, and to learn 'gradually'. Students in the two clusters with high lecture attendance achieved, on average, higher marks in the module.

  8. Alzheimer's Disease in Social Media: Content Analysis of YouTube Videos.

    PubMed

    Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B

    2017-10-19

    Approximately 5.5 million Americans are living with Alzheimer's disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Videos uploaded to YouTube from 2013 to 2015 were searched with the term "Alzheimer's disease" on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher's exact tests. Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current study highlight a potential gap between available information and viewers' interests. YouTube videos on AD could be beneficial if the messages delivered meet users' needs and provide mobilizing information for further resources. Study findings will be useful to government agencies, researchers, nonprofit organizations that promote information about AD, and those responsible for social media to provide useful and accurate health information for the public. ©Weizhou Tang, Kate Olscamp, Seul Ki Choi, Daniela B Friedman. Originally published in the Interactive Journal of Medical Research (http://www.i-jmr.org/), 19.10.2017.

  9. Interactive Video, Tablets and Self-Paced Learning in the Classroom: Preservice Teachers Perceptions

    ERIC Educational Resources Information Center

    Papadopoulou, Anthia; Palaigeorgiou, George

    2016-01-01

    In recent years, a lot of focus has been given to the study of interactive video. However, interactive video has not been examined as a tool for self-directed learning in the classroom and has not been exploited together with tablets. This study tries to assess the value of an e-learning environment which is based primarily on interactive learning…

  10. Including Students' Diverse Perspectives on Classroom Interactions into Video-Based Professional Development for Teachers

    ERIC Educational Resources Information Center

    Vogler, Anna-Marietha; Prediger, Susanne

    2017-01-01

    Video is often used in professional development courses to sensitize mathematics teachers to students' thinking and issues of classroom interaction. This article presents an approach that incorporates students' perspectives on mathematics classroom interactions into video-based professional development in order to enhance teachers' reflection on…

  11. 101 Criteria for Appraising Interactive Video. A Futuremedia Guide.

    ERIC Educational Resources Information Center

    Copeland, Peter

    The criteria in this guide for evaluating interactive video instructional programs are based on principles of learning and motivation, and emphasize the design, production, presentation, and usage of interactive video programs. Presented in the format of a rating scale, the criteria are grouped into nine broad categories: (1) information about the…

  12. Approaches to Interactive Video Anchors in Problem-Based Science Learning

    ERIC Educational Resources Information Center

    Kumar, David Devraj

    2010-01-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and…

  13. Interactive Video in Training. Computers in Personnel--Making Management Profitable.

    ERIC Educational Resources Information Center

    Copeland, Peter

    Interactive video is achieved by merging the two powerful technologies of microcomputing and video. Using television as the vehicle for display, text and diagrams, filmic images, and sound can be used separately or in combination to achieve a specific training task. An interactive program can check understanding, determine progress, and challenge…

  14. Interactive Video Training and Development Activity.

    ERIC Educational Resources Information Center

    Troy State Univ., AL.

    The Interactive Video Training and Development Activity of Troy State University (Troy, Alabama) is described in this report. The project has trained more than 30 people in the production of interactive video programs since its inception in 1983. Since 1985, training programs have been offered twice a year to individuals within and outside the…

  15. A Comparison of Mental Health Diagnoses Treated via Interactive Video and Face to Face in the Veterans Healthcare Administration.

    PubMed

    Grubbs, Kathleen M; Fortney, John C; Dean, Tisha; Williams, James S; Godleski, Linda

    2015-07-01

    This study compares the mental health diagnoses of encounters delivered face to face and via interactive video in the Veterans Healthcare Administration (VHA). We compiled 1 year of national-level VHA administrative data for Fiscal Year 2012 (FY12). Mental health encounters were those with both a VHA Mental Health Stop Code and a Mental Health Diagnosis (n=11,906,114). Interactive video encounters were identified as those with a Mental Health Stop Code, paired with a VHA Telehealth Secondary Stop Code. Primary diagnoses were grouped into posttraumatic stress disorder (PTSD), depression, anxiety, bipolar disorder, psychosis, drug use, alcohol use, and other. In FY12, 1.5% of all mental health encounters were delivered via interactive video. Compared with face-to-face encounters, a larger percentage of interactive video encounters was for PTSD, depression, and anxiety, whereas a smaller percentage was for alcohol use, drug use, or psychosis. Providers and patients may feel more comfortable treating depression and anxiety disorders than substance use or psychosis via interactive video.

  16. Teacher Self-Captured Video: Learning to See

    ERIC Educational Resources Information Center

    Sherin, Miriam Gamoran; Dyer, Elizabeth B.

    2017-01-01

    Videos are often used for demonstration and evaluation, but a more productive approach would be using video to support teachers' ability to notice and interpret classroom interactions. That requires thinking carefully about the physical aspects of shooting video--where the camera is placed and how easily student interactions can be heard--as well…

  17. Advantages of Live Microscope Video for Laboratory and Teaching Applications

    ERIC Educational Resources Information Center

    Michels, Kristin K.; Michels, Zachary D.; Hotchkiss, Sara C.

    2016-01-01

    Although spatial reasoning and penetrative thinking skills are essential for many disciplines, these concepts are difficult for students to comprehend. In microscopy, traditional educational materials (i.e., photographs) are static. Conversely, video-based training methods convey dimensionality. We implemented a real-time digital video imaging…

  18. Adolescents and Video Games: Consumption of Leisure and the Social Construction of the Peer Group.

    ERIC Educational Resources Information Center

    Panelas, Tom

    1983-01-01

    Addresses the role of video games in the lives of adolescents. Considers the significance of video games both as cultural "texts" and organized social activities. Examines motivations, practical interests, and behavior of suppliers and consumers of these products. (CMG)

  19. A Synthetic Community System for Probing Microbial Interactions Driven by Exometabolites

    PubMed Central

    Chodkowski, John L.

    2017-01-01

    ABSTRACT Though most microorganisms live within a community, we have modest knowledge about microbial interactions and their implications for community properties and ecosystem functions. To advance understanding of microbial interactions, we describe a straightforward synthetic community system that can be used to interrogate exometabolite interactions among microorganisms. The filter plate system (also known as the Transwell system) physically separates microbial populations, but allows for chemical interactions via a shared medium reservoir. Exometabolites, including small molecules, extracellular enzymes, and antibiotics, are assayed from the reservoir using sensitive mass spectrometry. Community member outcomes, such as growth, productivity, and gene regulation, can be determined using flow cytometry, biomass measurements, and transcript analyses, respectively. The synthetic community design allows for determination of the consequences of microbiome diversity for emergent community properties and for functional changes over time or after perturbation. Because it is versatile, scalable, and accessible, this synthetic community system has the potential to practically advance knowledge of microbial interactions that occur within both natural and artificial communities. IMPORTANCE Understanding microbial interactions is a fundamental objective in microbiology and ecology. The synthetic community system described here can set into motion a range of research to investigate how the diversity of a microbiome and interactions among its members impact its function, where function can be measured as exometabolites. The system allows for community exometabolite profiling to be coupled with genome mining, transcript analysis, and measurements of member productivity and population size. It can also facilitate discovery of natural products that are only produced within microbial consortia. Thus, this synthetic community system has utility to address fundamental questions about a diversity of possible microbial interactions that occur in both natural and engineered ecosystems. Author Video: An author video summary of this article is available. PMID:29152587

  20. Bridging the poverty gap in dental education: how can people living in poverty help us?

    PubMed

    Lévesque, Martine C; Dupéré, Sophie; Loignon, Christine; Levine, Alissa; Laurin, Isabelle; Charbonneau, Anne; Bedos, Christophe

    2009-09-01

    Dental education on specific knowledge and intervention approaches for working with people living on welfare is crucial to the therapeutic success of the relationships dental professionals establish with this clientele. Despite growing attention to the importance of cultural competence and communication skills training in dentistry, very few initiatives have been documented in relation to serving low-income populations. Following discussions at a 2006 Montreal-based colloquium on access to dental care, academics, dental association administrators, and public health agency and antipoverty coalition representatives began collaborating to develop innovative pedagogy designed to increase providers' competence in interacting with their underprivileged patients. The group's first round of workshops (November 2006-October 2007) resulted in the creation of an original video-based tool containing testimonies from six individuals living currently or formerly on welfare. The videotaped interview data represent their perceptions and experiences regarding their oral health, dental care service provision, and poverty in general. This article describes the participative methods, the content of the resulting DVD, and the implications of the "Listening to Each Other" program, a collaborative knowledge translation approach for improving interaction between underprivileged people and dental care providers.

  1. Does methodology matter in eyewitness identification research? The effect of live versus video exposure on eyewitness identification accuracy.

    PubMed

    Pozzulo, Joanna D; Crescini, Charmagne; Panton, Tasha

    2008-01-01

    The present study examined the effect of mode of target exposure (live versus video) on eyewitness identification accuracy. Adult participants (N=104) were exposed to a staged crime that they witnessed either live or on videotape. Participants were then asked to rate their stress and arousal levels prior to being presented with either a target-present or -absent simultaneous lineup. Across target-present and -absent lineups, mode of target exposure did not have a significant effect on identification accuracy. However, mode of target exposure was found to have a significant effect on stress and arousal levels. Participants who witnessed the crime live had higher levels of stress and arousal than those who were exposed to the videotaped crime. A higher level of arousal was significantly related to poorer identification accuracy for those in the video condition. For participants in the live condition however, stress and arousal had no effect on eyewitness identification accuracy. Implications of these findings in regards to the generalizability of laboratory-based research on eyewitness testimony to real-life crime are discussed.

  2. Live from Antarctica: Then and now

    NASA Astrophysics Data System (ADS)

    This real-time educational video series, featuring Camille Jennings from Maryland Public Television, includes information from Antarctic scientists and interactive discussion between the scientists and school children from both Maryland and Hawaii. This is part of a 'Passport to Knowledge Special' series. In this part of the four part Antarctic series, the history of Antarctica from its founding to the present, its mammals, plants, and other life forms are shown and discussed. The importance of Antarctica as a research facility is explained, along with different experiments and research that the facilities there perform.

  3. Live from Antarctica: Then and Now

    NASA Technical Reports Server (NTRS)

    1994-01-01

    This real-time educational video series, featuring Camille Jennings from Maryland Public Television, includes information from Antarctic scientists and interactive discussion between the scientists and school children from both Maryland and Hawaii. This is part of a 'Passport to Knowledge Special' series. In this part of the four part Antarctic series, the history of Antarctica from its founding to the present, its mammals, plants, and other life forms are shown and discussed. The importance of Antarctica as a research facility is explained, along with different experiments and research that the facilities there perform.

  4. Biological Response to the Dynamic Spectral-Polarized Underwater Light Field

    DTIC Science & Technology

    2012-09-30

    deployment of a comprehensive optical suite including underwater video- polarimetry (full Stokes vector video-imaging camera custom-built Cummings; and...During field operations, we couple polarimetry measurements of live, free-swimming animals in their environments with a full suite of optical...Seibel, Ahmed). We also restrain live, awake animals to take polarimetry measurements (in the field and laboratory) under a complete set of

  5. Utilizing Current Commercial-off-the-Shelf Facial Recognition and Public Live Video Streaming to Enhance National Security

    DTIC Science & Technology

    2014-09-01

    biometrics technologies. 14. SUBJECT TERMS Facial recognition, systems engineering, live video streaming, security cameras, national security ...national security by sharing biometric facial recognition data in real-time utilizing infrastructures currently in place. It should be noted that the...9/11),law enforcement (LE) and Intelligence community (IC)authorities responsible for protecting citizens from threats against national security

  6. Integration of Live Video and WWW Delivery Systems To Teach University Level Science, Technology, and Society in High Schools.

    ERIC Educational Resources Information Center

    Urven, Lance E.; Yin, L. Roger; Bak, John D.

    In fall 1997, the University of Wisconsin-Whitewater (UWW) provided Science and Technology in Society, a university general studies science literacy course, to advanced placement high school students at three local high schools, using a combination of live video presentations and World Wide Web (WWW) courseware. A total of 26 high school students…

  7. Learner Outcomes and Satisfaction: A Comparison of Live Video-Streamed Instruction, Satellite Broadcast Instruction, and Face-to-Face Instruction

    ERIC Educational Resources Information Center

    Abdous, M'hammed; Yoshimura, Miki

    2010-01-01

    This study examined the final grade and satisfaction level differences among students taking specific courses using three different methods: face-to-face in class, via satellite broadcasting at remote sites, and via live video-streaming at home or at work. In each case, the same course was taught by the same instructor in all three delivery…

  8. Does Replacing Live Demonstration With Instructional Videos Improve Student Satisfaction and Osteopathic Manipulative Treatment Examination Performance?

    PubMed

    Seals, Ryan; Gustowski, Sharon M; Kominski, Carol; Li, Feiming

    2016-11-01

    Instructional videos for osteopathic manipulative treatment (OMT) are a potentially valuable resource for novice learners. To evaluate student experiences and the effectiveness of instructional videos in lieu of live faculty demonstration in a second-year osteopathic manipulative medicine course. Faculty created and produced written instructions and videos for selected Still and facilitated positional release techniques. These materials incorporated curricular design principles and psychomotor skills development strategies. During a second-year OMT skills laboratory session, students used the videos as the primary source for technique demonstration and instruction. Table trainers monitored and assisted students per their request or if errors were observed. Students completed surveys regarding their previous experiences in the OMT skills laboratory sessions (presession survey) and the video-based instructional one (postsession survey). One month after the survey, students were also asked to complete a postexamination survey. Student scores on the skills competency examination were compared with scores from the previous year. Of the 230 students, 162 (70%), 135 (59%), and 86 (37%) responded to the presession, postsession, and postexamination surveys, respectively. The majority of students indicated that the OMT videos helped them feel more prepared (98%) and more confident for their examination (78%), were a valuable addition to learning (97%), and would help increase confidence in using osteopathic manipulative medicine on patients (84%). Two-thirds of students indicated that the videos were superior to faculty demonstration from the stage. Compared with students from the previous year, no statistically significant improvement was noted on the total clinical competency examination scores. The faculty-created videos for teaching OMT techniques did not improve scores on the clinical competency examination but had subjective benefits as part of the OMT laboratory sessions. Instructional videos can serve as an alternative to live demonstration to allow more time in the laboratory for assessment and feedback.

  9. What do we do with all this video? Better understanding public engagement for image and video annotation

    NASA Astrophysics Data System (ADS)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  10. The effects of short interactive animation video information on preanesthetic anxiety, knowledge, and interview time: a randomized controlled trial.

    PubMed

    Kakinuma, Akihito; Nagatani, Hirokazu; Otake, Hiroshi; Mizuno, Ju; Nakata, Yoshinori

    2011-06-01

    We designed an interactive animated video that provides a basic explanation-including the risks, benefits, and alternatives-of anesthetic procedures. We hypothesized that this video would improve patient understanding of anesthesia, reduce anxiety, and shorten the interview time. Two hundred eleven patients scheduled for cancer surgery under general anesthesia or combined general and epidural anesthesia, who were admitted at least 1 day before the surgery, were randomly assigned to the video group (n = 106) or the no-video group (n = 105). The patients in the video group were asked to watch a short interactive animation video in the ward. After watching the video, the patients were visited by an anesthesiologist who performed a preanesthetic interview and routine risk assessment. The patients in the no-video group were also visited by an anesthesiologist, but were not asked to watch the video. In both groups, the patients were asked to complete the State-Trait Anxiety Inventory and a 14-point scale of knowledge test before the anesthesiologist's visit and on the day of surgery. We also measured interview time. There was no demographic difference between the 2 groups. The interview time was 34.4% shorter (video group, 12.2 ± 5.3 minutes, vs. no-video group, 18.6 ± 6.4 minutes; 95% confidence interval [CI] for the percentage reduction in time: 32.7%- 44.3%), and knowledge of anesthesia was 11.6% better in the video group (score 12.5 ± 1.4 vs. no-video group score 11.2 ± 1.7; 95% CI for the percentage increase in knowledge: 8.5%-13.9%). However, there was no difference in preanesthetic anxiety between the 2 groups. Our short interactive animation video helped patients' understanding of anesthesia and reduced anesthesiologists' interview time.

  11. Teaching Shakespeare with YouTube

    ERIC Educational Resources Information Center

    Desmet, Christy

    2009-01-01

    YouTube, the video sharing website that allows viewers to upload video content ranging from cute dog tricks to rare rock videos, also supports a lively community devoted to the performance of Shakespeare and Shakespearean adaptations. YouTube is also a popular site for student producers of Shakespeare performances, parodies, and other artistic…

  12. Fluorescent Microscope System to Monitor Real-Time Interactions between Focused Ultrasound, Echogenic Drug Delivery Vehicles, and Live Cell Membranes

    PubMed Central

    Ibsen, Stuart; Benchimol, Michael; Esener, Sadik

    2012-01-01

    Rapid development in the field of ultrasound triggered drug delivery has made it essential to study the real-time interaction between the membranes of live cells and the membranes of echogenic delivery vehicles under exposure to focused ultrasound. The objective of this work was to design an analysis system that combined fluorescent imagining, high speed videography, and definable pulse sequences of focused ultrasound to allow for real time observations of both cell and vehicle membranes. Documenting the behavior of the membranes themselves has not previously been possible due to limitations with existing optical systems used to understand the basic physics of microbubble/ultrasound interaction and the basic interaction between microbubbles and cells. The performance of this new system to monitor membrane behavior was demonstrated by documenting the modes of vehicle fragmentation at different ultrasound intensity levels. At 1.5 MPa the membranes were shown to completely fragment while at intensities below 1 MPa there is a popping and slow unfolding. The interaction between these vehicles and cell membranes was also documented by the removal of fluorescent particles from the surfaces of live cells out to 20 μm from the microbubble location. The fluid flow created by microstreaming around ensonated microbubbles was documented at video recording speeds from 60 to 18,000 frames per second. This information about membrane behavior allows the chemical and physical properties of the drug delivery vehicle to be designed along with the ultrasound pulse sequence to cause the most efficient drug delivery. PMID:22749476

  13. Fluorescent microscope system to monitor real-time interactions between focused ultrasound, echogenic drug delivery vehicles, and live cell membranes.

    PubMed

    Ibsen, Stuart; Benchimol, Michael; Esener, Sadik

    2013-01-01

    Rapid development in the field of ultrasound triggered drug delivery has made it essential to study the real-time interaction between the membranes of live cells and the membranes of echogenic delivery vehicles under exposure to focused ultrasound. The objective of this work was to design an analysis system that combined fluorescent imagining, high speed videography, and definable pulse sequences of focused ultrasound to allow for real time observations of both cell and vehicle membranes. Documenting the behavior of the membranes themselves has not previously been possible due to limitations with existing optical systems used to understand the basic physics of microbubble/ultrasound interaction and the basic interaction between microbubbles and cells. The performance of this new system to monitor membrane behavior was demonstrated by documenting the modes of vehicle fragmentation at different ultrasound intensity levels. At 1.5MPa the membranes were shown to completely fragment while at intensities below 1MPa the membranes pop open and slowly unfold. The interaction between these vehicles and cell membranes was also documented by the removal of fluorescent particles from the surfaces of live cells out to 20μm from the microbubble location. The fluid flow created by microstreaming around ensonated microbubbles was documented at video recording speeds from 60 to 18,000 frames per second. This information about membrane behavior allows the chemical and physical properties of the drug delivery vehicle to be designed along with the ultrasound pulse sequence to cause the most efficient drug delivery. Copyright © 2012 Elsevier B.V. All rights reserved.

  14. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    ERIC Educational Resources Information Center

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…

  15. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  16. High-resolution behavioral mapping of electric fishes in Amazonian habitats.

    PubMed

    Madhav, Manu S; Jayakumar, Ravikrishnan P; Demir, Alican; Stamper, Sarah A; Fortune, Eric S; Cowan, Noah J

    2018-04-11

    The study of animal behavior has been revolutionized by sophisticated methodologies that identify and track individuals in video recordings. Video recording of behavior, however, is challenging for many species and habitats including fishes that live in turbid water. Here we present a methodology for identifying and localizing weakly electric fishes on the centimeter scale with subsecond temporal resolution based solely on the electric signals generated by each individual. These signals are recorded with a grid of electrodes and analyzed using a two-part algorithm that identifies the signals from each individual fish and then estimates the position and orientation of each fish using Bayesian inference. Interestingly, because this system involves eavesdropping on electrocommunication signals, it permits monitoring of complex social and physical interactions in the wild. This approach has potential for large-scale non-invasive monitoring of aquatic habitats in the Amazon basin and other tropical freshwater systems.

  17. Wireless live streaming video of laparoscopic surgery: a bandwidth analysis for handheld computers.

    PubMed

    Gandsas, Alex; McIntire, Katherine; George, Ivan M; Witzke, Wayne; Hoskins, James D; Park, Adrian

    2002-01-01

    Over the last six years, streaming media has emerged as a powerful tool for delivering multimedia content over networks. Concurrently, wireless technology has evolved, freeing users from desktop boundaries and wired infrastructures. At the University of Kentucky Medical Center, we have integrated these technologies to develop a system that can wirelessly transmit live surgery from the operating room to a handheld computer. This study establishes the feasibility of using our system to view surgeries and describes the effect of bandwidth on image quality. A live laparoscopic ventral hernia repair was transmitted to a single handheld computer using five encoding speeds at a constant frame rate, and the quality of the resulting streaming images was evaluated. No video images were rendered when video data were encoded at 28.8 kilobytes per second (Kbps), the slowest encoding bitrate studied. The highest quality images were rendered at encoding speeds greater than or equal to 150 Kbps. Of note, a 15 second transmission delay was experienced using all four encoding schemes that rendered video images. We believe that the wireless transmission of streaming video to handheld computers has tremendous potential to enhance surgical education. For medical students and residents, the ability to view live surgeries, lectures, courses and seminars on handheld computers means a larger number of learning opportunities. In addition, we envision that wireless enabled devices may be used to telemonitor surgical procedures. However, bandwidth availability and streaming delay are major issues that must be addressed before wireless telementoring becomes a reality.

  18. The utility of live video capture to enhance debriefing following transcatheter aortic valve replacement.

    PubMed

    Seamans, David P; Louka, Boshra F; Fortuin, F David; Patel, Bhavesh M; Sweeney, John P; Lanza, Louis A; DeValeria, Patrick A; Ezrre, Kim M; Ramakrishna, Harish

    2016-10-01

    The surgical and procedural specialties are continually evolving their methods to include more complex and technically difficult cases. These cases can be longer and incorporate multiple teams in a different model of operating room synergy. Patients are frequently older, with comorbidities adding to the complexity of these cases. Recording of this environment has become more feasible recently with advancement in video and audio capture systems often used in the simulation realm. We began using live capture to record a new procedure shortly after starting these cases in our institution. This has provided continued assessment and evaluation of live procedures. The goal of this was to improve human factors and situational challenges by review and debriefing. B-Line Medical's LiveCapture video system was used to record successive transcatheter aortic valve replacement (TAVR) procedures in our cardiac catheterization/laboratory. An illustrative case is used to discuss analysis and debriefing of the case using this system. An illustrative case is presented that resulted in long-term changes to our approach of these cases. The video capture documented rare events during one of our TAVR procedures. Analysis and debriefing led to definitive changes in our practice. While there are hurdles to the use of this technology in every institution, the role for the ongoing use of video capture, analysis, and debriefing may play an important role in the future of patient safety and human factors analysis in the operating environment.

  19. The utility of live video capture to enhance debriefing following transcatheter aortic valve replacement

    PubMed Central

    Seamans, David P.; Louka, Boshra F.; Fortuin, F. David; Patel, Bhavesh M.; Sweeney, John P.; Lanza, Louis A.; DeValeria, Patrick A.; Ezrre, Kim M.; Ramakrishna, Harish

    2016-01-01

    Background: The surgical and procedural specialties are continually evolving their methods to include more complex and technically difficult cases. These cases can be longer and incorporate multiple teams in a different model of operating room synergy. Patients are frequently older, with comorbidities adding to the complexity of these cases. Recording of this environment has become more feasible recently with advancement in video and audio capture systems often used in the simulation realm. Aims: We began using live capture to record a new procedure shortly after starting these cases in our institution. This has provided continued assessment and evaluation of live procedures. The goal of this was to improve human factors and situational challenges by review and debriefing. Setting and Design: B-Line Medical's LiveCapture video system was used to record successive transcatheter aortic valve replacement (TAVR) procedures in our cardiac catheterization/laboratory. An illustrative case is used to discuss analysis and debriefing of the case using this system. Results and Conclusions: An illustrative case is presented that resulted in long-term changes to our approach of these cases. The video capture documented rare events during one of our TAVR procedures. Analysis and debriefing led to definitive changes in our practice. While there are hurdles to the use of this technology in every institution, the role for the ongoing use of video capture, analysis, and debriefing may play an important role in the future of patient safety and human factors analysis in the operating environment. PMID:27762242

  20. Remote stereoscopic video play platform for naked eyes based on the Android system

    NASA Astrophysics Data System (ADS)

    Jia, Changxin; Sang, Xinzhu; Liu, Jing; Cheng, Mingsheng

    2014-11-01

    As people's life quality have been improved significantly, the traditional 2D video technology can not meet people's urgent desire for a better video quality, which leads to the rapid development of 3D video technology. Simultaneously people want to watch 3D video in portable devices,. For achieving the above purpose, we set up a remote stereoscopic video play platform. The platform consists of a server and clients. The server is used for transmission of different formats of video and the client is responsible for receiving remote video for the next decoding and pixel restructuring. We utilize and improve Live555 as video transmission server. Live555 is a cross-platform open source project which provides solutions for streaming media such as RTSP protocol and supports transmission of multiple video formats. At the receiving end, we use our laboratory own player. The player for Android, which is with all the basic functions as the ordinary players do and able to play normal 2D video, is the basic structure for redevelopment. Also RTSP is implemented into this structure for telecommunication. In order to achieve stereoscopic display, we need to make pixel rearrangement in this player's decoding part. The decoding part is the local code which JNI interface calls so that we can extract video frames more effectively. The video formats that we process are left and right, up and down and nine grids. In the design and development, a large number of key technologies from Android application development have been employed, including a variety of wireless transmission, pixel restructuring and JNI call. By employing these key technologies, the design plan has been finally completed. After some updates and optimizations, the video player can play remote 3D video well anytime and anywhere and meet people's requirement.

  1. YouTube as a source of quit smoking information for people living with mental illness.

    PubMed

    Sharma, Ratika; Lucas, Maya; Ford, Pauline; Meurk, Carla; Gartner, Coral E

    2016-11-01

    YouTube is the most popular video sharing website, and is increasingly used to broadcast health information including smoking cessation advice. This study examines the quality and quantity of YouTube quit smoking videos targeted at people living with mental illness (MI). We systematically searched YouTube using selected relevant search terms. The first 50 videos obtained for each search term were screened for relevance and further videos screened through snowball sampling. Forty unique, English language videos focussing on people with MI were included in the assessment and evaluated for general video characteristics, themes, format, targeted smoking cessation and harm reduction information. Most videos either discussed the problem of high smoking rates among people with MI (n=12) or smoking cessation programmes and policies at an institutional level (n=13). Only nine videos were aimed at providing quit smoking advice to this population. One video recommended higher doses of nicotine replacement therapy (NRT) for people with MI while six videos referred to possible changes in medication dosage on quitting smoking. Four videos suggested cutting down smoking for harm reduction. Very few YouTube videos specifically focus on the problem of high smoking rates among people with MI and even fewer provide targeted smoking cessation and harm reduction advice for this priority population. There is a need to develop comprehensive, evidence based, quit smoking video resources for smokers with a MI. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  2. An interactive, bilingual, culturally targeted website about living kidney donation and transplantation for hispanics: development and formative evaluation.

    PubMed

    Gordon, Elisa J; Feinglass, Joe; Carney, Paula; Ramirez, Daney; Olivero, Maria; O'Connor, Kate; MacLean, Jessica; Brucker, James; Caicedo, Juan Carlos

    2015-04-20

    As the kidney shortage continues to grow, patients on the waitlist are increasingly turning to live kidney donors for transplantation. Despite having a disproportionately higher prevalence of end-stage kidney disease (ESKD), fewer waitlisted Hispanic patients received living donor kidney transplants (LDKTs) than non-Hispanic whites in 2014. Although lack of knowledge has been identified as a barrier to living kidney donation (LKD) among Hispanics, little is known about information needs, and few bilingual educational resources provide transplant-related information addressing Hispanics' specific concerns. This paper describes the process of developing a bilingual website targeted to the Hispanic community. The website was designed to increase knowledge about LKD among Hispanic patients with ESKD, their families, and the public, and was inspired by educational sessions targeted to Hispanic transplant patients provided by Northwestern University's Hispanic Kidney Transplant Program. Northwestern faculty partnered with the National Kidney Foundation of Illinois for expertise in ESKD and Hispanic community partners across the Chicago area. We established a Community Advisory Board (CAB) of 10 Chicago-area Hispanic community leaders to provide insight into cultural concerns and community and patients' needs. Website content development was informed by 9 focus groups with 76 adult Hispanic kidney transplant recipients, living kidney donors, dialysis patients, and the general Hispanic public. The website development effort was guided by community input on images, telenovela scripts, and messages. After initial development, formal usability testing was conducted with 18 adult Hispanic kidney transplant recipients, dialysis patients, and living kidney donors to identify ways to improve navigability, design, content, comprehension, and cultural sensitivity. Usability testing revealed consistently high ratings as "easy to navigate", "informative", and "culturally appropriate". Bandura's Social Cognitive Theory and Gagne's Conditions of Learning Theory guided website design to facilitate adult learning. The website, "Infórmate: Living Kidney Donation for Hispanics/Latinos" (Infórmate Acerca de la Donación de Riñón en Vida), includes six sections: Treatment Options, Donation: Step-by-Step, Benefits and Risks, Financial Issues, Immigrant Issues, and Cultural Beliefs and Myths. Sections host 5-10 interactive messages that summarize important points and link to detailed explanations for users interested in learning more about specific issues. The website hosts interactive videos, multimedia testimonials, telenovelas, games, and quizzes. Photographs and videos of Hispanic living donors are shown to promote pride and ownership. Our success in developing a website was driven by a development team with expertise in transplantation, social science, evaluation, instructional design, and Hispanic perspectives, and by a patient-centered approach toward content and design. Based on feedback from usability testing and our CAB, the website is sensitive to Hispanic cultural sensibilities. We have nearly completed a formal evaluation of the website's impact on increasing Hispanics' knowledge about LKD and will disseminate the website thereafter.

  3. An Interactive, Bilingual, Culturally Targeted Website About Living Kidney Donation and Transplantation for Hispanics: Development and Formative Evaluation

    PubMed Central

    Feinglass, Joe; Carney, Paula; Ramirez, Daney; Olivero, Maria; O'Connor, Kate; MacLean, Jessica; Brucker, James; Caicedo, Juan Carlos

    2015-01-01

    Background As the kidney shortage continues to grow, patients on the waitlist are increasingly turning to live kidney donors for transplantation. Despite having a disproportionately higher prevalence of end-stage kidney disease (ESKD), fewer waitlisted Hispanic patients received living donor kidney transplants (LDKTs) than non-Hispanic whites in 2014. Although lack of knowledge has been identified as a barrier to living kidney donation (LKD) among Hispanics, little is known about information needs, and few bilingual educational resources provide transplant-related information addressing Hispanics’ specific concerns. Objective This paper describes the process of developing a bilingual website targeted to the Hispanic community. The website was designed to increase knowledge about LKD among Hispanic patients with ESKD, their families, and the public, and was inspired by educational sessions targeted to Hispanic transplant patients provided by Northwestern University’s Hispanic Kidney Transplant Program. Methods Northwestern faculty partnered with the National Kidney Foundation of Illinois for expertise in ESKD and Hispanic community partners across the Chicago area. We established a Community Advisory Board (CAB) of 10 Chicago-area Hispanic community leaders to provide insight into cultural concerns and community and patients’ needs. Website content development was informed by 9 focus groups with 76 adult Hispanic kidney transplant recipients, living kidney donors, dialysis patients, and the general Hispanic public. The website development effort was guided by community input on images, telenovela scripts, and messages. After initial development, formal usability testing was conducted with 18 adult Hispanic kidney transplant recipients, dialysis patients, and living kidney donors to identify ways to improve navigability, design, content, comprehension, and cultural sensitivity. Usability testing revealed consistently high ratings as “easy to navigate”, “informative”, and “culturally appropriate”. Bandura’s Social Cognitive Theory and Gagne’s Conditions of Learning Theory guided website design to facilitate adult learning. Results The website, “Infórmate: Living Kidney Donation for Hispanics/Latinos” (Infórmate Acerca de la Donación de Riñón en Vida), includes six sections: Treatment Options, Donation: Step-by-Step, Benefits and Risks, Financial Issues, Immigrant Issues, and Cultural Beliefs and Myths. Sections host 5-10 interactive messages that summarize important points and link to detailed explanations for users interested in learning more about specific issues. The website hosts interactive videos, multimedia testimonials, telenovelas, games, and quizzes. Photographs and videos of Hispanic living donors are shown to promote pride and ownership. Conclusions Our success in developing a website was driven by a development team with expertise in transplantation, social science, evaluation, instructional design, and Hispanic perspectives, and by a patient-centered approach toward content and design. Based on feedback from usability testing and our CAB, the website is sensitive to Hispanic cultural sensibilities. We have nearly completed a formal evaluation of the website’s impact on increasing Hispanics’ knowledge about LKD and will disseminate the website thereafter. PMID:25896143

  4. Thomas Starzl, Video Interview for His Living Legend Award at the ISBTS 2015.

    PubMed

    Gondolesi, G E; Mazariegos, G; Starzl, T E

    2016-03-01

    At the 14th International Small Bowel Transplant Symposium, (ISBTS2015) held in Buenos Aires, a session to recognize the pioneers that have dedicated their lives to make our current field possible was organized. Dr Thomas Starzl received the first Living Legend Award. A video interview was obtained at his office, edited, and later presented during the scientific meeting. More than 600 people saw Dr Starzl's interview, which captivated the audience for 40 minutes, before smiles, tears and the final applause erupted at the conclusion. We would like to share this video with all of you to inspire the current generations and the generations to come. The manuscript has the main parts of the interview, which can also be accessed at http://isbts2015.tts.org/starzl.mp4. Copyright © 2016 Elsevier Inc. All rights reserved.

  5. Physics and Video Analysis

    NASA Astrophysics Data System (ADS)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  6. Interactive Video Courseware for Graphic Communications Teachers and Students.

    ERIC Educational Resources Information Center

    Sanders, Mark

    1985-01-01

    At Virginia Polytechnic Institute and State University, interactive video serves both as an instructional tool and a project for creative students in graphic communications. The package facilitates courseware development and teaches students simultaneously about microcomputer and video technology. (SK)

  7. Biological Response to the Dynamic Spectral-Polarized Underwater Light Field

    DTIC Science & Technology

    2013-09-30

    Z39-18 2 optical suite including underwater video- polarimetry (full Stokes vector video-imaging camera custom-built Cummings; and “SALSA” (Bossa...operations, we couple polarimetry measurements of live, free-swimming animals in their environments with a full suite of optical measurements...Ahmed). We also restrain live, awake animals to take polarimetry measurements (in the field and laboratory) under a complete set of viewing angles and

  8. Interactive Video Symposium: The Singer or the Song--An Extension of Clark's Media Research Discussion.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    An introduction to a symposium on interactive video, this brief paper announces that the symposium will continue the debate on whether media are simply delivery vehicles for instruction by considering the inherent properties of interactive video and its impact on achievement, including the way in which the properties of this medium both dictate…

  9. Enhancing Mother Infant Interactions through Video Feedback Enabled Interventions in Women with Schizophrenia: A Single Subject Research Design Study.

    PubMed

    Reddy, Pashapu Dharma; Desai, Geehta; Hamza, Ameer; Karthik, Sheshachala; Ananthanpillai, Supraja Thirumalai; Chandra, Prabha S

    2014-10-01

    It has been shown that mother infant interactions are often impaired in mothers with schizophrenia. Contributory factors include psychotic symptoms, negative symptoms and surrogate parenting by others. This study describes the effectiveness of video feedback in enhancing mother-infant interaction in mothers with schizophrenia who have impaired interaction with their infant. Two women with schizophrenia who were admitted for persistent psychotic symptoms and poor mothering skills, participated in the intervention. Pre intervention parenting assessment was done using video recording of mother infant interaction. Six sessions of mothering intervention were provided using video feedback and a repeat recording was done. Pre-and post-intervention videos were subsequently rated in a blind fashion by an independent expert in perinatal psychiatry using the pediatric infant parent exam (PIPE) scale. Pre and post intervention comparison of PIPE scores indicating significant improvement in several areas of mothering. Video feedback is a simple and inexpensive tool which can be used for improving mothering skills among mothers with postpartum psychosis or schizophrenia even in low resource settings.

  10. Attitudes of Ohio County Extension Agents toward Satellite Video Teleconferencing in Extension Education. A Thesis.

    ERIC Educational Resources Information Center

    Gerakis, Argyrios

    A study was conducted to determine the attitudes of Ohio county extension agents toward satellite video teleconferencing. (Several county extension offices across the state participate in live satellite video teleconferences produced by The Ohio State University. Teleconferences cover a variety of extension education topics, from agriculture to…

  11. Capacity and willingness of patients with chronic noncommunicable diseases to use information technology to help manage their condition: a cross-sectional study.

    PubMed

    Afshar, Arash Ehteshami; Weaver, Robert G; Lin, Meng; Allan, Michael; Ronksley, Paul E; Sanmartin, Claudia; Lewanczuk, Richard; Rosenberg, Mark; Manns, Braden; Hemmelgarn, Brenda; Tonelli, Marcello

    2014-04-01

    Health care providers have shown considerable interest in using information technologies such as email, text messages and video conferencing to facilitate the management of chronic noncommunicable diseases such as hypertension, diabetes mellitus and vascular disease. We sought to determine whether these technologies are available and appealing to the target population. We analyzed cross-sectional data from a computer-assisted telephone survey, conducted by Statistics Canada in February and March 2012, of western Canadian adults with at least 1 chronic condition. Survey respondents were asked about their capacity (e.g., "Do you own a mobile phone?") and willingness to use each of 3 information technologies (email, text messages and video conferencing) to interact with health care providers. For all analyses, Statistics Canada's calibrated design weights and bootstrap weights were used to obtain population-level point estimates for proportions and odds ratios. In total, 1849 (79.8%) of 2316 eligible people participated. Of the 1849 participants, 81.9% had hypertension, 26.2% had diabetes, 21.4% had heart disease, and 7.9% had stroke; 32.2% had more than 1 of the 4 chronic conditions of interest. High proportions of respondents owned a computer with Internet access (76.4%, 95% confidence interval [CI] 73.3%-79.3%) or a mobile phone (73.9%, 95% CI 70.7%-76.8%). About two-thirds of respondents were interested in using email to interact with a specialist (66.3%, 95% CI 63.0%-69.5%); respondents were less enthusiastic about using text messages (44.9%, 95% CI 41.2%-48.7%). Enthusiasm for video conferencing was more pronounced among those residing further from medical specialists than among those living closer. Among respondents who were potentially interested in video conferencing, almost 50% of remote dwellers would use this technology if it saved more than 60 minutes of travel time. Many people were interested in using electronic technologies, especially video conferencing and email-based methods, to help manage their chronic condition. The effectiveness and cost implications of using email and video conferencing in the management of chronic disease deserve further consideration.

  12. Preferred Learning Style and Educational Technology: Linear vs. Interactive Video.

    ERIC Educational Resources Information Center

    Yoder, Marianne E.

    1994-01-01

    A study found that learners with reflective-observing learning styles (n=16) tend to learn better with linear video, and those with active experimenting learning styles (n=42) tend to achieve greater learning with computer-assisted interactive video instruction. (JOW)

  13. Androgens Exert a Cysticidal Effect upon Taenia crassiceps by Disrupting Flame Cell Morphology and Function

    PubMed Central

    Ambrosio, Javier R.; Valverde-Islas, Laura; Nava-Castro, Karen E.; Palacios- Arreola, M. Isabel; Ostoa-Saloma, Pedro; Reynoso-Ducoing, Olivia; Escobedo, Galileo; Ruíz-Rosado, Azucena; Dominguez-Ramírez, Lenin; Morales-Montor, Jorge

    2015-01-01

    The effects of testosterone (T4) and dihydrotestosterone (DHT) on the survival of the helminth cestode parasite Taenia crassiceps, as well as their effects on actin, tubulin and myosin expression and their assembly into the excretory system of flame cells are described in this paper. In vitro evaluations on parasite viability, flow cytometry, confocal microscopy, video-microscopy of live flame cells, and docking experiments of androgens interacting with actin, tubulin, and myosin were conducted. Our results show that T4 and DHT reduce T. crassiceps viability in a dose- and time-dependent fashion, reaching 90% of mortality at the highest dose used (40 ng/ml) and time exposed (10 days) in culture. Androgen treatment does not induce differences in the specific expression pattern of actin, tubulin, and myosin isoforms as compared with control parasites. Confocal microscopy demonstrated a strong disruption of the parasite tegument, with reduced assembly, shape, and motion of flame cells. Docking experiments show that androgens are capable of affecting parasite survival and flame cell morphology by directly interacting with actin, tubulin and myosin without altering their protein expression pattern. We show that both T4 and DHT are able to bind actin, tubulin, and myosin affecting their assembly and causing parasite intoxication due to impairment of flame cell function. Live flame cell video microscopy showing a reduced motion as well changes in the shape of flame cells are also shown. In summary, T4 and DHT directly act on T. crassiceps cysticerci through altering parasite survival as well as the assembly and function of flame cells. PMID:26076446

  14. Telemedicine Spacebridge

    NASA Technical Reports Server (NTRS)

    1994-01-01

    This video is an overview on NASA's Telemedicine Spacebridge Project, which lets US doctors consult with Russian clinicians thousands of miles away by demonstration of the feasibility of live, two-way, full-bandwidth video as a medical tool.

  15. Interactive Video-Cassette Feasibility Study. Formative Evaluation Report on 'Signals.' I.E.T. Paper on Broadcasting No. 226.

    ERIC Educational Resources Information Center

    Laurillard, D. M.

    This study of the feasibility of using existing videocassettes for interactive video included field tests with Open University summer school students. The aims of the study were to discover whether video material originally made for broadcast could be used in an interactive program which involves breaking up the intended flow of the program;…

  16. Living with Lupus (For Parents)

    MedlinePlus

    ... Videos for Educators Search English Español Living With Lupus KidsHealth / For Parents / Living With Lupus What's in ... disease for both doctors and their patients. About Lupus A healthy immune system produces proteins called antibodies ...

  17. Using a Hero as a Model in Video Instruction to Improve the Daily Living Skills of an Elementary-Aged Student with Autism Spectrum Disorder: A Pilot Study

    ERIC Educational Resources Information Center

    Ohtake, Yoshihisa

    2015-01-01

    The present pilot study investigated the impact of video hero modelling (VHM) on the daily living skills of an elementary-aged student with autism spectrum disorder. The VHM, in which a character much admired by the student exhibited a correct response, was shown to the participant immediately before the situation where he needed to exhibit the…

  18. Do semantic contextual cues facilitate transfer learning from video in toddlers?

    PubMed Central

    Zimmermann, Laura; Moser, Alecia; Grenell, Amanda; Dickerson, Kelly; Yao, Qianwen; Gerhardstein, Peter; Barr, Rachel

    2015-01-01

    Young children typically demonstrate a transfer deficit, learning less from video than live presentations. Semantically meaningful context has been demonstrated to enhance learning in young children. We examined the effect of a semantically meaningful context on toddlers’ imitation performance. Two- and 2.5-year-olds participated in a puzzle imitation task to examine learning from either a live or televised model. The model demonstrated how to assemble a three-piece puzzle to make a fish or a boat, with the puzzle demonstration occurring against a semantically meaningful background context (ocean) or a yellow background (no context). Participants in the video condition performed significantly worse than participants in the live condition, demonstrating the typical transfer deficit effect. While the context helped improve overall levels of imitation, especially for the boat puzzle, only individual differences in the ability to self-generate a stimulus label were associated with a reduction in the transfer deficit. PMID:26029131

  19. Do semantic contextual cues facilitate transfer learning from video in toddlers?

    PubMed

    Zimmermann, Laura; Moser, Alecia; Grenell, Amanda; Dickerson, Kelly; Yao, Qianwen; Gerhardstein, Peter; Barr, Rachel

    2015-01-01

    Young children typically demonstrate a transfer deficit, learning less from video than live presentations. Semantically meaningful context has been demonstrated to enhance learning in young children. We examined the effect of a semantically meaningful context on toddlers' imitation performance. Two- and 2.5-year-olds participated in a puzzle imitation task to examine learning from either a live or televised model. The model demonstrated how to assemble a three-piece puzzle to make a fish or a boat, with the puzzle demonstration occurring against a semantically meaningful background context (ocean) or a yellow background (no context). Participants in the video condition performed significantly worse than participants in the live condition, demonstrating the typical transfer deficit effect. While the context helped improve overall levels of imitation, especially for the boat puzzle, only individual differences in the ability to self-generate a stimulus label were associated with a reduction in the transfer deficit.

  20. Converting laserdisc video to digital video: a demonstration project using brain animations.

    PubMed

    Jao, C S; Hier, D B; Brint, S U

    1995-01-01

    Interactive laserdiscs are of limited value in large group learning situations due to the expense of establishing multiple workstations. The authors implemented an alternative to laserdisc video by using indexed digital video combined with an expert system. High-quality video was captured from a laserdisc player and combined with waveform audio into an audio-video-interleave (AVI) file format in the Microsoft Video-for-Windows environment (Microsoft Corp., Seattle, WA). With the use of an expert system, a knowledge-based computer program provided random access to these indexed AVI files. The program can be played on any multimedia computer without the need for laserdiscs. This system offers a high level of interactive video without the overhead and cost of a laserdisc player.

  1. Long-Term Norms and Cognitive Structures as Shapers of Television Viewer Activity.

    ERIC Educational Resources Information Center

    Thompson, Margaret; And Others

    1991-01-01

    Describes a study of high school students that examined responses to a music video dealing with teenage pregnancy. Students' motivations for viewing music videos, experiences with sex and pregnancy, and family communication patterns are related to the cognitive activities of thinking about the video content and relating it to their own lives. (20…

  2. Lesson Plan Prototype for International Space Station's Interactive Video Education Events

    NASA Technical Reports Server (NTRS)

    Zigon, Thomas

    1999-01-01

    The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning

  3. Reduced gaze following and attention to heads when viewing a "live" social scene.

    PubMed

    Gregory, Nicola Jean; Lόpez, Beatriz; Graham, Gemma; Marshman, Paul; Bate, Sarah; Kargas, Niko

    2015-01-01

    Social stimuli are known to both attract and direct our attention, but most research on social attention has been conducted in highly controlled laboratory settings lacking in social context. This study examined the role of social context on viewing behaviour of participants whilst they watched a dynamic social scene, under three different conditions. In two social groups, participants believed they were watching a live webcam of other participants. The socially-engaged group believed they would later complete a group task with the people in the video, whilst the non-engaged group believed they would not meet the people in the scene. In a third condition, participants simply free-viewed the same video with the knowledge that it was pre-recorded, with no suggestion of a later interaction. Results demonstrated that the social context in which the stimulus was viewed significantly influenced viewing behaviour. Specifically, participants in the social conditions allocated less visual attention towards the heads of the actors in the scene and followed their gaze less than those in the free-viewing group. These findings suggest that by underestimating the impact of social context in social attention, researchers risk coming to inaccurate conclusions about how we attend to others in the real world.

  4. Reduced Gaze Following and Attention to Heads when Viewing a "Live" Social Scene

    PubMed Central

    Gregory, Nicola Jean; Lόpez, Beatriz

    2015-01-01

    Social stimuli are known to both attract and direct our attention, but most research on social attention has been conducted in highly controlled laboratory settings lacking in social context. This study examined the role of social context on viewing behaviour of participants whilst they watched a dynamic social scene, under three different conditions. In two social groups, participants believed they were watching a live webcam of other participants. The socially-engaged group believed they would later complete a group task with the people in the video, whilst the non-engaged group believed they would not meet the people in the scene. In a third condition, participants simply free-viewed the same video with the knowledge that it was pre-recorded, with no suggestion of a later interaction. Results demonstrated that the social context in which the stimulus was viewed significantly influenced viewing behaviour. Specifically, participants in the social conditions allocated less visual attention towards the heads of the actors in the scene and followed their gaze less than those in the free-viewing group. These findings suggest that by underestimating the impact of social context in social attention, researchers risk coming to inaccurate conclusions about how we attend to others in the real world. PMID:25853239

  5. Interactive Video and Informal Learning Environments.

    ERIC Educational Resources Information Center

    Morrissey, Kristine A.

    The Michigan State University Museum used an interactive videodisc (IVD) as an introduction to a special exhibit, "Birds in Trouble in Michigan." The hardware components included a videodisc player, a microcomputer, a video monitor, and a mouse. Software included a HyperCard program and the videodisc "Audubon Society's VideoGuide to…

  6. Review of Interactive Video--Romanian Project Proposal

    ERIC Educational Resources Information Center

    Onita, Mihai; Petan, Sorin; Vasiu, Radu

    2016-01-01

    In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…

  7. CD-I and Full Motion Video.

    ERIC Educational Resources Information Center

    Chen, Ching-chih

    1991-01-01

    Describes compact disc interactive (CD-I) as a multimedia home entertainment system that combines audio, visual, text, graphic, and interactive capabilities. Full-screen video and full-motion video (FMV) are explained, hardware for FMV decoding is described, software is briefly discussed, and CD-I titles planned for future production are listed.…

  8. Multimodal Transcription of Video: Examining Interaction in Early Years Classrooms

    ERIC Educational Resources Information Center

    Cowan, Kate

    2014-01-01

    Video is an increasingly popular data collection tool for those undertaking social research, offering a temporal, sequential, fine-grained record which is durable, malleable and sharable. These characteristics make video a valuable resource for researching Early Years classrooms, particularly with regard to the study of children's interaction in…

  9. A Multi-Cultural Interaction through Video Conferencing in Primary Schools

    ERIC Educational Resources Information Center

    Duygu Eristi, Suzan

    2012-01-01

    This study investigated Turkish and Canadian primary school students' ways of expressing their perception of cultural understanding through video conferencing and that of cultural interaction through video conferencing. The qualitative research data were collected in the form of interviews. The results obtained were analyzed and interpreted based…

  10. The effects of video observation of chewing during lunch on masticatory ability, food intake, cognition, activities of daily living, depression, and quality of life in older adults with dementia: a study protocol of an adjusted randomized controlled trial.

    PubMed

    Douma, Johanna G; Volkers, Karin M; Vuijk, Pieter Jelle; Scherder, Erik J A

    2016-02-04

    Masticatory functioning alters with age. However, mastication has been found to be related to, for example, cognitive functioning, food intake, and some aspects of activities of daily living. Since cognitive functioning and activities of daily living show a decline in older adults with dementia, improving masticatory functioning may be of relevance to them. A possible way to improve mastication may be showing videos of people who are chewing. Observing chewing movements may activate the mirror neuron system, which becomes also activated during the execution of that same movement. The primary hypothesis is that the observation of chewing has a beneficial effect on masticatory functioning, or, more specifically, masticatory ability of older adults with dementia. Secondary, the intervention is hypothesized to have beneficial effects on food intake, cognition, activities of daily living, depression, and quality of life. An adjusted parallel randomized controlled trial is being performed in dining rooms of residential care settings. Older adults with dementia, for whom also additional eligibility criteria apply, are randomly assigned to the experimental (videos of chewing people) or control condition (videos of nature and buildings), by drawing folded pieces of paper. Participants who are able to watch each other's videos are assigned to the same study condition. The intervention takes place during lunchtime, from Monday to Friday, for 3 months. During four moments of measurement, masticatory ability, food intake, cognitive functioning, activities of daily living, depression, and quality of life are assessed. Tests administrators blind to the group allocation administer the tests to participants. The goal of this study is to examine the effects of video observation of chewing on masticatory ability and several secondary outcome measures. In this study, the observation of chewing is added to the execution of the same action (i.e., during eating). Beneficial effects on masticatory ability, and consequently on the other outcome measures are hypothesized. The intervention may be easily integrated into daily care, and might add to the lives of the increasing number of older adults with dementia by beneficially influencing multiple daily life functions. NTR5124. Registration date: 30 March 2015.

  11. Influence of visual observational conditions on tongue motor learning.

    PubMed

    Kothari, Mohit; Liu, Xuemei; Baad-Hansen, Lene; Kumar, Abhishek; Bin, Guo; Svensson, Peter

    2016-12-01

    The aim of this study was to investigate the impact of visual observational conditions on performance during a standardized tongue-protrusion training (TPT) task and to evaluate subject-based reports of helpfulness, disturbance, pain, and fatigue, due to the observational conditions on 0-10 numerical rating scales. Forty-eight healthy participants performed a 1-h standard TPT task. Participants were randomly assigned to one of the following three groups with different observational conditions: group 1, model observation (participants watched a prerecorded video showing standard TPT before optimal TPT being performed); group 2, self-observation (participants watched live video feedback of their own TPT performance); and group 3, control group (participants performed the TPT with no conditioning). There was no overall difference between groups but TPT performance increased over time. A significant group×time interaction indicated that the self-observation group performed significantly better than the model-observation group in the last 20 min of TPT. The subject-based reports of video helpfulness showed that the model-observation group rated the prerecorded video as more helpful for TPT performance compared with the other groups but there was no significant difference between groups regarding the level of disturbance, pain, or fatigue. Self-observation of tongue-training facilitated behavioral aspects of tongue motor learning compared with model observation but not compared with control. © 2016 Eur J Oral Sci.

  12. The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching.

    PubMed

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.

  13. Is time spent playing video games associated with mental health, cognitive and social skills in young children?

    PubMed Central

    Kovess-Masfety, Viviane; Keyes, Katherine; Hamilton, Ava; Hanson, Gregory; Bitfoi, Adina; Golitz, Dietmar; Koç, Ceren; Kuijpers, Rowella; Lesinskiene, Sigita; Mihova, Zlatka; Otten, Roy; Fermanian, Christophe; Pez, Ondine

    2016-01-01

    Background Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Methods Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6–11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. Results 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31–2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44–2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2–0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Conclusions Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate children should be further investigated. PMID:26846228

  14. Collective Behaviour in Video Viewing: A Thermodynamic Analysis of Gaze Position.

    PubMed

    Burleson-Lesser, Kate; Morone, Flaviano; DeGuzman, Paul; Parra, Lucas C; Makse, Hernán A

    2017-01-01

    Videos and commercials produced for large audiences can elicit mixed opinions. We wondered whether this diversity is also reflected in the way individuals watch the videos. To answer this question, we presented 65 commercials with high production value to 25 individuals while recording their eye movements, and asked them to provide preference ratings for each video. We find that gaze positions for the most popular videos are highly correlated. To explain the correlations of eye movements, we model them as "interactions" between individuals. A thermodynamic analysis of these interactions shows that they approach a "critical" point such that any stronger interaction would put all viewers into lock-step and any weaker interaction would fully randomise patterns. At this critical point, groups with similar collective behaviour in viewing patterns emerge while maintaining diversity between groups. Our results suggest that popularity of videos is already evident in the way we look at them, and that we maintain diversity in viewing behaviour even as distinct patterns of groups emerge. Our results can be used to predict popularity of videos and commercials at the population level from the collective behaviour of the eye movements of a few viewers.

  15. VideoANT: Extending Online Video Annotation beyond Content Delivery

    ERIC Educational Resources Information Center

    Hosack, Bradford

    2010-01-01

    This paper expands the boundaries of video annotation in education by outlining the need for extended interaction in online video use, identifying the challenges faced by existing video annotation tools, and introducing Video-ANT, a tool designed to create text-based annotations integrated within the time line of a video hosted online. Several…

  16. IVTS-CEV (Interactive Video Tape System-Combat Engineer Vehicle) Gunnery Trainer.

    DTIC Science & Technology

    1981-07-01

    video game technology developed for and marketed in consumer video games. The IVTS/CEV is a conceptual/breadboard-level classroom interactive training system designed to train Combat Engineer Vehicle (CEV) gunners in target acquisition and engagement with the main gun. The concept demonstration consists of two units: a gunner station and a display module. The gunner station has optics and gun controls replicating those of the CEV gunner station. The display module contains a standard large-screen color video monitor and a video tape player. The gunner’s sight

  17. Interactive Video, The Next Step

    NASA Astrophysics Data System (ADS)

    Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.

    2012-12-01

    Video has the ingredients to reach us emotionally - with amazing images, enthusiastic interviews, music, and video game-like animations-- and it's emotion that motivates us to learn more about our new interest. However, watching video is usually passive. New web-based technology is expanding and enhancing the video experience, creating opportunities to use video with more direct interaction. This talk will look at an Educaton and Outreach team's experience producing video-centric curriculum using innovative interactive media tools from TED-Ed and FlixMaster. The Consortium for Ocean Leadership's Deep Earth Academy has partnered with the Center for Dark Energy Biosphere Investigations (C-DEBI) to send educators and a video producer aboard three deep sea research expeditions to the Juan de Fuca plate to install and service sub-seafloor observatories. This collaboration between teachers, students, scientists and media producers has proved a productive confluence, providing new ways of understanding both ground-breaking science and the process of science itself - by experimenting with new ways to use multimedia during ocean-going expeditions and developing curriculum and other projects post-cruise.

  18. Effectiveness of Artistic Interaction through Video Conferencing

    ERIC Educational Resources Information Center

    Eristi, Suzan Duygu

    2011-01-01

    This study investigated Turkish and Canadian primary school students' ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along…

  19. Interactive exploration of surveillance video through action shot summarization and trajectory visualization.

    PubMed

    Meghdadi, Amir H; Irani, Pourang

    2013-12-01

    We propose a novel video visual analytics system for interactive exploration of surveillance video data. Our approach consists of providing analysts with various views of information related to moving objects in a video. To do this we first extract each object's movement path. We visualize each movement by (a) creating a single action shot image (a still image that coalesces multiple frames), (b) plotting its trajectory in a space-time cube and (c) displaying an overall timeline view of all the movements. The action shots provide a still view of the moving object while the path view presents movement properties such as speed and location. We also provide tools for spatial and temporal filtering based on regions of interest. This allows analysts to filter out large amounts of movement activities while the action shot representation summarizes the content of each movement. We incorporated this multi-part visual representation of moving objects in sViSIT, a tool to facilitate browsing through the video content by interactive querying and retrieval of data. Based on our interaction with security personnel who routinely interact with surveillance video data, we identified some of the most common tasks performed. This resulted in designing a user study to measure time-to-completion of the various tasks. These generally required searching for specific events of interest (targets) in videos. Fourteen different tasks were designed and a total of 120 min of surveillance video were recorded (indoor and outdoor locations recording movements of people and vehicles). The time-to-completion of these tasks were compared against a manual fast forward video browsing guided with movement detection. We demonstrate how our system can facilitate lengthy video exploration and significantly reduce browsing time to find events of interest. Reports from expert users identify positive aspects of our approach which we summarize in our recommendations for future video visual analytics systems.

  20. Imagining life with an ostomy: Does a video intervention improve quality-of-life predictions for a medical condition that may elicit disgust?☆

    PubMed Central

    Angott, Andrea M.; Comerford, David A.; Ubel, Peter A.

    2014-01-01

    Objective To test a video intervention as a way to improve predictions of mood and quality-of-life with an emotionally evocative medical condition. Such predictions are typically inaccurate, which can be consequential for decision making. Method In Part 1, people presently or formerly living with ostomies predicted how watching a video depicting a person changing his ostomy pouch would affect mood and quality-of-life forecasts for life with an ostomy. In Part 2, participants from the general public read a description about life with an ostomy; half also watched a video depicting a person changing his ostomy pouch. Participants’ quality-of-life and mood forecasts for life with an ostomy were assessed. Results Contrary to our expectations, and the expectations of people presently or formerly living with ostomies, the video did not reduce mood or quality-of-life estimates, even among participants high in trait disgust sensitivity. Among low-disgust participants, watching the video increased quality-of-life predictions for ostomy. Conclusion Video interventions may improve mood and quality-of-life forecasts for medical conditions, including those that may elicit disgust, such as ostomy. Practice implications Video interventions focusing on patients’ experience of illness continue to show promise as components of decision aids, even for emotionally charged health states such as ostomy. PMID:23177398

  1. ATLAS Live: Collaborative Information Streams

    NASA Astrophysics Data System (ADS)

    Goldfarb, Steven; ATLAS Collaboration

    2011-12-01

    I report on a pilot project launched in 2010 focusing on facilitating communication and information exchange within the ATLAS Collaboration, through the combination of digital signage software and webcasting. The project, called ATLAS Live, implements video streams of information, ranging from detailed detector and data status to educational and outreach material. The content, including text, images, video and audio, is collected, visualised and scheduled using digital signage software. The system is robust and flexible, utilizing scripts to input data from remote sources, such as the CERN Document Server, Indico, or any available URL, and to integrate these sources into professional-quality streams, including text scrolling, transition effects, inter and intra-screen divisibility. Information is published via the encoding and webcasting of standard video streams, viewable on all common platforms, using a web browser or other common video tool. Authorisation is enforced at the level of the streaming and at the web portals, using the CERN SSO system.

  2. Associations of quality of life with physical activity, fruit and vegetable consumption, and physical inactivity in a free living, multiethnic population in Hawaii: a longitudinal study.

    PubMed

    Chai, Weiwen; Nigg, Claudio R; Pagano, Ian S; Motl, Robert W; Horwath, Caroline; Dishman, Rod K

    2010-11-22

    High intake of fruit and vegetables and being physically active are associated with reduced risk of chronic diseases. In the current study, we examined the associations of physical activity, fruit and vegetable consumption, and TV/video watching (indicator for physical inactivity) with perceived quality of life (QOL) in a sample of free living adults. A cohort (N = 139) from a random, multi-ethnic sample of 700 adults living in Hawaii was evaluated at 3-month intervals for the first year and 6-month intervals for the second year. QOL was assessed from self-reports of mental or physical health at the end of the study. Overall, the cohort participants appeared to maintain relatively constant levels of physical activity, fruit and vegetable intake, and TV/video watching. Physical activity was positively related to mental health (p-values < 0.05), but not physical health, at all time points regardless of participants' fruit and vegetable consumption and hours of TV/video watching. Neither mental nor physical health was associated with fruit and vegetable intake or TV/video watching. Our study supports that physical activity is positively associated with mental health. Fruit and vegetable consumption and TV/video watching may be too specific to represent an individual's overall nutritional status and physical inactivity, respectively.

  3. What Makes a Message Stick? The Role of Content and Context in Social Media Epidemics

    DTIC Science & Technology

    2013-09-23

    First, we propose visual memes , or frequently re-posted short video segments, for detecting and monitoring latent video interactions at scale. Content...interactions (such as quoting, or remixing, parts of a video). Visual memes are extracted by scalable detection algorithms that we develop, with...high accuracy. We further augment visual memes with text, via a statistical model of latent topics. We model content interactions on YouTube with

  4. Cognitive behaviour therapy via interactive video.

    PubMed

    Manchanda, M; McLaren, P

    1998-01-01

    Interactive video has been identified as a potential delivery medium for psychotherapy. Interactive video may restrict the range of both verbal and non-verbal communication and consequently impede the development of a therapeutic relationship, thus influencing the process and outcome of therapy. A single case study explored the feasibility of the provision of congnitive behaviour therapy using interactive video with a client diagnosed as having mixed anxiety and depressive disorder. A range of outcome measures were included together with an independent psychiatric assessment prior to, and on completion of, therapy. Different levels of outcome were also examined: clinical, social, user views and administration. Outcome measures indicated a reduction in psychopathology and some modification of dysfunctional attitudes, with no apparent impairment of the working alliance.

  5. Inferring consistent functional interaction patterns from natural stimulus FMRI data

    PubMed Central

    Sun, Jiehuan; Hu, Xintao; Huang, Xiu; Liu, Yang; Li, Kaiming; Li, Xiang; Han, Junwei; Guo, Lei

    2014-01-01

    There has been increasing interest in how the human brain responds to natural stimulus such as video watching in the neuroimaging field. Along this direction, this paper presents our effort in inferring consistent and reproducible functional interaction patterns under natural stimulus of video watching among known functional brain regions identified by task-based fMRI. Then, we applied and compared four statistical approaches, including Bayesian network modeling with searching algorithms: greedy equivalence search (GES), Peter and Clark (PC) analysis, independent multiple greedy equivalence search (IMaGES), and the commonly used Granger causality analysis (GCA), to infer consistent and reproducible functional interaction patterns among these brain regions. It is interesting that a number of reliable and consistent functional interaction patterns were identified by the GES, PC and IMaGES algorithms in different participating subjects when they watched multiple video shots of the same semantic category. These interaction patterns are meaningful given current neuroscience knowledge and are reasonably reproducible across different brains and video shots. In particular, these consistent functional interaction patterns are supported by structural connections derived from diffusion tensor imaging (DTI) data, suggesting the structural underpinnings of consistent functional interactions. Our work demonstrates that specific consistent patterns of functional interactions among relevant brain regions might reflect the brain's fundamental mechanisms of online processing and comprehension of video messages. PMID:22440644

  6. Multimedia in 1992.

    ERIC Educational Resources Information Center

    Desmarais, Norman

    1991-01-01

    Reviews current developments in multimedia computing for both the business and consumer markets, including interactive multimedia players; compact disc-interactive (CD-I), including levels of audio quality, various video specifications and visual effects, and software; digital video interactive (DVI); and multimedia personal computers. (LRW)

  7. Supporting Academic Integrity in a Fully-Online Degree Completion Program through the Use of Synchronous Video Conferences

    ERIC Educational Resources Information Center

    Wagner, Erica; Enders, Jeanne; Pirie, Melissa Shaquid; Thomas, Domanic

    2016-01-01

    Since 2012, we have used synchronous, web-based video conferences in our fully-online degree completion program. Students are required to participate in four live video conferences with their professor and a small group of peers in all upper division online courses as a minimum requirement for passing the class. While these synchronous video…

  8. Effectiveness of Static Pictures vs. Video Prompting for Teaching Functional Life Skills to Students with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Kellems, Ryan O.; Frandsen, Kaitlyn; Cardon, Teresa A.; Knight, Katie; Andersen, Margaret

    2018-01-01

    This study compared the effectiveness of static picture prompting to video prompting when used as precursors for teaching daily living and motor skills to three individuals with autism spectrum disorders. The video prompting intervention was delivered on an iPad. Participants learned three out of six different tasks, which included throwing a ball…

  9. A growing need - HIV education in long-term care.

    PubMed

    Siou, Kaitlin; Mahan, Maureen; Cartagena, Rod; Chan Carusone, Soo

    As people living with HIV (PLHIV) age, knowledge of HIV and the associated care of those aging with HIV will become an increasingly important component of education for long-term care (LTC) providers. This descriptive study piloted two different approaches to distribute narrative-based HIV educational videos. Four LTC facilities were assigned to receive the videos to implement 'as usual' or to receive the videos in addition to blended learning sessions where the videos were shown with facilitated discussion with a nurse educator and a PLHIV. In LTC facilities where external educators were provided, a larger proportion of staff watched the videos. However, increases in staff comfort level providing care to PLHIV were comparable between both groups. Narratives of PLHIV, administrator engagement and coordination of online education were identified as facilitators to improving HIV knowledge and compassion in LTC, while fear of HIV transmission and limited time for education, especially when not mandated or identified as immediately applicable, were identified as barriers. From our findings, HIV-related stigma still exists in LTC and these videos may be a strategy for disseminating basic knowledge about HIV transmission and sensitizing staff to the experience of living with HIV. Copyright © 2016 Elsevier Inc. All rights reserved.

  10. Interactive Television: The Influence of User Control and Interactive Structure.

    ERIC Educational Resources Information Center

    Gagnon, Diana; And Others

    A series of studies underway at the Audience Research Facility at MIT (the Massachusetts Institute of Technology) are examining the influence of interactive video on learning and entertainment television viewing. The first study compared the learning of spatial content from interactive (user controlled video games) versus observational…

  11. Levels of Interaction and Proximity: Content Analysis of Video-Based Classroom Cases

    ERIC Educational Resources Information Center

    Kale, Ugur

    2008-01-01

    This study employed content analysis techniques to examine video-based cases of two websites that exemplify learner-centered pedagogies for pre-service teachers to carry out in their teaching practices. The study focused on interaction types and physical proximity levels between students and teachers observed in the videos. The findings regarding…

  12. The Impact of Infant-Directed Videos on Parent-Child Interaction

    ERIC Educational Resources Information Center

    Pempek, Tiffany A.; Demers, Lindsay B.; Hanson, Katherine G.; Kirkorian, Heather L.; Anderson, Daniel R.

    2011-01-01

    This study assessed whether infant-directed videos designed to promote parent-child interactions actually support such engagement. Parents watched videos from the "Baby Einstein" or the "Sesame Beginnings" series for 2 weeks at home with their 12- or 18-month-old infants. "Baby Einstein" encourages parents to label objects and actions; "Sesame…

  13. How Rock Music Videos Can Change What Is Seen when Boy Meets Girl: Priming Stereotypic Appraisal of Social Interactions.

    ERIC Educational Resources Information Center

    Hansen, Christine H.; Hansen, Ranald D.

    1988-01-01

    Studies the capacity of sex role stereotyped portrayals of men and women found in popular rock music videos to alter viewers' impressions of a man and a woman who subsequently were seen interacting. Concludes that the videos perpetuate traditional sex role stereotypes. (FMW)

  14. Prepare-Participate-Connect: Active Learning with Video Annotation

    ERIC Educational Resources Information Center

    Colasante, Meg; Douglas, Kathy

    2016-01-01

    Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…

  15. Validity and reliability of a video questionnaire to assess physical function in older adults.

    PubMed

    Balachandran, Anoop; N Verduin, Chelsea; Potiaumpai, Melanie; Ni, Meng; Signorile, Joseph F

    2016-08-01

    Self-report questionnaires are widely used to assess physical function in older adults. However, they often lack a clear frame of reference and hence interpreting and rating task difficulty levels can be problematic for the responder. Consequently, the usefulness of traditional self-report questionnaires for assessing higher-level functioning is limited. Video-based questionnaires can overcome some of these limitations by offering a clear and objective visual reference for the performance level against which the subject is to compare his or her perceived capacity. Hence the purpose of the study was to develop and validate a novel, video-based questionnaire to assess physical function in older adults independently living in the community. A total of 61 community-living adults, 60years or older, were recruited. To examine validity, 35 of the subjects completed the video questionnaire, two types of physical performance tests: a test of instrumental activity of daily living (IADL) included in the Short Physical Functional Performance battery (PFP-10), and a composite of 3 performance tests (30s chair stand, single-leg balance and usual gait speed). To ascertain reliability, two-week test-retest reliability was assessed in the remaining 26 subjects who did not participate in validity testing. The video questionnaire showed a moderate correlation with the IADLs (Spearman rho=0.64, p<0.001; 95% CI (0.4, 0.8)), and a lower correlation with the composite score of physical performance tests (Spearman rho=0.49, p<0.01; 95% CI (0.18, 0.7)). The test-retest assessment yielded an intra-class correlation (ICC) of 0.87 (p<0.001; 95% CI (0.70, 0.94)) and a Cronbach's alpha of 0.89 demonstrating good reliability and internal consistency. Our results show that the video questionnaire developed to evaluate physical function in community-living older adults is a valid and reliable assessment tool; however, further validation is needed for definitive conclusions. Copyright © 2016 Elsevier Inc. All rights reserved.

  16. Making Sense of Video Analytics: Lessons Learned from Clickstream Interactions, Attitudes, and Learning Outcome in a Video-Assisted Course

    ERIC Educational Resources Information Center

    Giannakos, Michail N.; Chorianopoulos, Konstantinos; Chrisochoides, Nikos

    2015-01-01

    Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may…

  17. Video-Based Big Data Analytics in Cyberlearning

    ERIC Educational Resources Information Center

    Wang, Shuangbao; Kelly, William

    2017-01-01

    In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…

  18. Study of Temporal Effects on Subjective Video Quality of Experience.

    PubMed

    Bampis, Christos George; Zhi Li; Moorthy, Anush Krishna; Katsavounidis, Ioannis; Aaron, Anne; Bovik, Alan Conrad

    2017-11-01

    HTTP adaptive streaming is being increasingly deployed by network content providers, such as Netflix and YouTube. By dividing video content into data chunks encoded at different bitrates, a client is able to request the appropriate bitrate for the segment to be played next based on the estimated network conditions. However, this can introduce a number of impairments, including compression artifacts and rebuffering events, which can severely impact an end-user's quality of experience (QoE). We have recently created a new video quality database, which simulates a typical video streaming application, using long video sequences and interesting Netflix content. Going beyond previous efforts, the new database contains highly diverse and contemporary content, and it includes the subjective opinions of a sizable number of human subjects regarding the effects on QoE of both rebuffering and compression distortions. We observed that rebuffering is always obvious and unpleasant to subjects, while bitrate changes may be less obvious due to content-related dependencies. Transient bitrate drops were preferable over rebuffering only on low complexity video content, while consistently low bitrates were poorly tolerated. We evaluated different objective video quality assessment algorithms on our database and found that objective video quality models are unreliable for QoE prediction on videos suffering from both rebuffering events and bitrate changes. This implies the need for more general QoE models that take into account objective quality models, rebuffering-aware information, and memory. The publicly available video content as well as metadata for all of the videos in the new database can be found at http://live.ece.utexas.edu/research/LIVE_NFLXStudy/nflx_index.html.

  19. Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs

    NASA Astrophysics Data System (ADS)

    Pimentel, Maria Da Graça C.; Cattelan, Renan G.; Melo, Erick L.; Freitas, Giliard B.; Teixeira, Cesar A.

    In earlier work we proposed the Watch-and-Comment (WaC) paradigm as the seamless capture of multimodal comments made by one or more users while watching a video, resulting in the automatic generation of multimedia documents specifying annotated interactive videos. The aim is to allow services to be offered by applying document engineering techniques to the multimedia document generated automatically. The WaC paradigm was demonstrated with a WaCTool prototype application which supports multimodal annotation over video frames and segments, producing a corresponding interactive video. In this chapter, we extend the WaC paradigm to consider contexts in which several viewers may use their own mobile devices while watching and commenting on an interactive-TV program. We first review our previous work. Next, we discuss scenarios in which mobile users can collaborate via the WaC paradigm. We then present a new prototype application which allows users to employ their mobile devices to collaboratively annotate points of interest in video and interactive-TV programs. We also detail the current software infrastructure which supports our new prototype; the infrastructure extends the Ginga middleware for the Brazilian Digital TV with an implementation of the UPnP protocol - the aim is to provide the seamless integration of the users' mobile devices into the TV environment. As a result, the work reported in this chapter defines the WaC paradigm for the mobile-user as an approach to allow the collaborative annotation of the points of interest in video and interactive-TV programs.

  20. An evaluation of the production effects of video self-modeling.

    PubMed

    O'Handley, Roderick D; Allen, Keith D

    2017-12-01

    A multiple baseline across tasks design was used to evaluate the production effects of video self-modeling on three activities of daily living tasks of an adult male with Autism Spectrum Disorder and Intellectual Disability. Results indicated large increases in task accuracy after the production of a self-modeling video for each task, but before the video was viewed by the participant. Results also indicated small increases when the participant was directed to view the same video self-models before being prompted to complete each task. Copyright © 2017 Elsevier Ltd. All rights reserved.

  1. Hybrid Reality Lab Capabilities - Video 2

    NASA Technical Reports Server (NTRS)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

  2. The Use of Video Games by Kindergartners in a Family Child Care Setting

    ERIC Educational Resources Information Center

    Bacigalupa, Chiara

    2005-01-01

    In this interpretive study of children's social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because…

  3. Student Interactions with Online Videos in a Large Hybrid Mechanics of Materials Course

    ERIC Educational Resources Information Center

    Ahn, Benjamin; Bir, Devayan D.

    2018-01-01

    The hybrid course format has gained popularity in the engineering education community over the past few years. Although studies have examined student outcomes and attitudes toward hybrid courses, a limited number of studies have examined how students interact with online videos in hybrid courses. This study examined the video-viewing behaviors of…

  4. An unsupervised method for summarizing egocentric sport videos

    NASA Astrophysics Data System (ADS)

    Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec

    2015-12-01

    People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.

  5. Persistence of the uncanny valley: the influence of repeated interactions and a robot's attitude on its perception

    PubMed Central

    Złotowski, Jakub A.; Sumioka, Hidenobu; Nishio, Shuichi; Glas, Dylan F.; Bartneck, Christoph; Ishiguro, Hiroshi

    2015-01-01

    The uncanny valley theory proposed by Mori has been heavily investigated in the recent years by researchers from various fields. However, the videos and images used in these studies did not permit any human interaction with the uncanny objects. Therefore, in the field of human-robot interaction it is still unclear what, if any, impact an uncanny-looking robot will have in the context of an interaction. In this paper we describe an exploratory empirical study using a live interaction paradigm that involved repeated interactions with robots that differed in embodiment and their attitude toward a human. We found that both investigated components of the uncanniness (likeability and eeriness) can be affected by an interaction with a robot. Likeability of a robot was mainly affected by its attitude and this effect was especially prominent for a machine-like robot. On the other hand, merely repeating interactions was sufficient to reduce eeriness irrespective of a robot's embodiment. As a result we urge other researchers to investigate Mori's theory in studies that involve actual human-robot interaction in order to fully understand the changing nature of this phenomenon. PMID:26175702

  6. Persistence of the uncanny valley: the influence of repeated interactions and a robot's attitude on its perception.

    PubMed

    Złotowski, Jakub A; Sumioka, Hidenobu; Nishio, Shuichi; Glas, Dylan F; Bartneck, Christoph; Ishiguro, Hiroshi

    2015-01-01

    The uncanny valley theory proposed by Mori has been heavily investigated in the recent years by researchers from various fields. However, the videos and images used in these studies did not permit any human interaction with the uncanny objects. Therefore, in the field of human-robot interaction it is still unclear what, if any, impact an uncanny-looking robot will have in the context of an interaction. In this paper we describe an exploratory empirical study using a live interaction paradigm that involved repeated interactions with robots that differed in embodiment and their attitude toward a human. We found that both investigated components of the uncanniness (likeability and eeriness) can be affected by an interaction with a robot. Likeability of a robot was mainly affected by its attitude and this effect was especially prominent for a machine-like robot. On the other hand, merely repeating interactions was sufficient to reduce eeriness irrespective of a robot's embodiment. As a result we urge other researchers to investigate Mori's theory in studies that involve actual human-robot interaction in order to fully understand the changing nature of this phenomenon.

  7. An Analysis of the Cost Effectiveness of Various Electronic Alternatives for Delivering Distance Education Compared to the Travel Costs for Live Instruction.

    ERIC Educational Resources Information Center

    Caffarella, Edward; And Others

    The feasibility and relative costs of four telecommunication systems for delivering university courses to distant locations in Colorado were compared. The four systems were compressed video, vertical blanking interval video, satellite video, and audiographic systems. Actual costs to install and operate each for a 5-year period were determined,…

  8. Video document

    NASA Astrophysics Data System (ADS)

    Davies, Bob; Lienhart, Rainer W.; Yeo, Boon-Lock

    1999-08-01

    The metaphor of film and TV permeates the design of software to support video on the PC. Simply transplanting the non- interactive, sequential experience of film to the PC fails to exploit the virtues of the new context. Video ont eh PC should be interactive and non-sequential. This paper experiments with a variety of tools for using video on the PC that exploits the new content of the PC. Some feature are more successful than others. Applications that use these tools are explored, including primarily the home video archive but also streaming video servers on the Internet. The ability to browse, edit, abstract and index large volumes of video content such as home video and corporate video is a problem without appropriate solution in today's market. The current tools available are complex, unfriendly video editors, requiring hours of work to prepare a short home video, far more work that a typical home user can be expected to provide. Our proposed solution treats video like a text document, providing functionality similar to a text editor. Users can browse, interact, edit and compose one or more video sequences with the same ease and convenience as handling text documents. With this level of text-like composition, we call what is normally a sequential medium a 'video document'. An important component of the proposed solution is shot detection, the ability to detect when a short started or stopped. When combined with a spreadsheet of key frames, the host become a grid of pictures that can be manipulated and viewed in the same way that a spreadsheet can be edited. Multiple video documents may be viewed, joined, manipulated, and seamlessly played back. Abstracts of unedited video content can be produce automatically to create novel video content for export to other venues. Edited and raw video content can be published to the net or burned to a CD-ROM with a self-installing viewer for Windows 98 and Windows NT 4.0.

  9. Remotely accessible laboratory for MEMS testing

    NASA Astrophysics Data System (ADS)

    Sivakumar, Ganapathy; Mulsow, Matthew; Melinger, Aaron; Lacouture, Shelby; Dallas, Tim E.

    2010-02-01

    We report on the construction of a remotely accessible and interactive laboratory for testing microdevices (aka: MicroElectroMechancial Systems - MEMS). Enabling expanded utilization of microdevices for research, commercial, and educational purposes is very important for driving the creation of future MEMS devices and applications. Unfortunately, the relatively high costs associated with MEMS devices and testing infrastructure makes widespread access to the world of MEMS difficult. The creation of a virtual lab to control and actuate MEMS devices over the internet helps spread knowledge to a larger audience. A host laboratory has been established that contains a digital microscope, microdevices, controllers, and computers that can be logged into through the internet. The overall layout of the tele-operated MEMS laboratory system can be divided into two major parts: the server side and the client side. The server-side is present at Texas Tech University, and hosts a server machine that runs the Linux operating system and is used for interfacing the MEMS lab with the outside world via internet. The controls from the clients are transferred to the lab side through the server interface. The server interacts with the electronics required to drive the MEMS devices using a range of National Instruments hardware and LabView Virtual Instruments. An optical microscope (100 ×) with a CCD video camera is used to capture images of the operating MEMS. The server broadcasts the live video stream over the internet to the clients through the website. When the button is pressed on the website, the MEMS device responds and the video stream shows the movement in close to real time.

  10. Asteroid Composite Tape

    NASA Astrophysics Data System (ADS)

    1998-07-01

    This is a composite tape showing 10 short segments primarily about asteroids. The segments have short introductory slides, which include brief descriptions about the shots. The segments are: (1) Radar movie of asteroid 1620 Geographos; (2) Animation of the trajectories of Toutatis and Earth (3) Animation of a landing on Toutatis; (4) Simulated encounter of an asteroid with Earth, includes a simulated impact trajectory; (5) An animated overview of the Manrover vehicle; (6) The Near Earth Asteroid Tracking project, includes a photograph of USAF Station in Hawaii, and animation of Earth approaching 4179 Toutatis and the asteroid Gaspara; (7) live video of the anchor tests of the Champoleon anchoring apparatus; (8) a second live video of the Champoleon anchor tests showing anchoring spikes, and collision rings; (9) An animated segment with narration about the Stardust mission with sound, which describes the mission to fly close to a comet, and capture cometary material for return to Earth; (10) live video of the drop test of a Stardust replica from a hot air balloon; this includes sound but is not narrated.

  11. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study.

    PubMed

    Szycik, Gregor R; Mohammadi, Bahram; Münte, Thomas F; Te Wildt, Bert T

    2017-01-01

    The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained. While the typical pattern of activations for empathy and theory of mind networks was seen, both groups showed no differences in brain responses. We interpret our results as evidence against the desensitization hypothesis and suggest that the impact of violent media on emotional processing may be rather acute and short-lived.

  12. Process of videotape making: presentation design, software, and hardware

    NASA Astrophysics Data System (ADS)

    Dickinson, Robert R.; Brady, Dan R.; Bennison, Tim; Burns, Thomas; Pines, Sheldon

    1991-06-01

    The use of technical video tape presentations for communicating abstractions of complex data is now becoming commonplace. While the use of video tapes in the day-to-day work of scientists and engineers is still in its infancy, their use as applications oriented conferences is now growing rapidly. Despite these advancements, there is still very little that is written down about the process of making technical videotapes. For printed media, different presentation styles are well known for categories such as results reports, executive summary reports, and technical papers and articles. In this paper, the authors present ideas on the topic of technical videotape presentation design in a format that is worth referring to. They have started to document the ways in which the experience of media specialist, teaching professionals, and character animators can be applied to scientific animation. Software and hardware considerations are also discussed. For this portion, distinctions are drawn between the software and hardware required for computer animation (frame at a time) productions, and live recorded interaction with a computer graphics display.

  13. Online Interactive Video Vignettes (IVVs)

    NASA Astrophysics Data System (ADS)

    Laws, Priscilla

    2016-03-01

    Interest in on-line learning is increasing rapidly. A few years ago members of the LivePhoto Physics Group1 received collaborative NSF Grants2 to create short, single-topic, on-line activities that invite introductory physics students to make individual predictions about a phenomenon and test them though video observations or analysis. Each Vignette is designed for web delivery as: (1) an ungraded homework assignment or (2) an exercise to prepare for a class or tutorial session. Sample IVVs are available at the ComPadre website http://www.compadre.org/ivv/. Portions of Vignettes on mechanics topics including Projectile Motion, Circular Motion, the Bullet-Block phenomenon, and Newton's Third Law will be presented. Those attending this talk will be asked to guess what predictions students are likely to make about phenomena in various IVVs. These predictions can be compared to those made by students who completed Vignettes. Finally, research on the impact of Vignettes on student learning and attitudes will be discussed. Co-PI Robert Teese, Rochester Institute of Technology.

  14. Living with Stepparents

    MedlinePlus

    ... get divorced . This is never an easy decision. Divorce can be painful for parents, but eventually, each ... topic for: Kids Kids Talk About: Marriage and Divorce (Video) Living With a Single Parent Foster Families ...

  15. Choice of Interactive Dance and Bicycle Games in Overweight and Nonoverweight Youth

    PubMed Central

    Epstein, Leonard H.; Beecher, Meghan D.; Graf, Jennifer L.; Roemmich, James N.

    2008-01-01

    Background: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment. Purpose: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth. Methods: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice. Results: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05). Conclusions: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game. PMID:17447864

  16. The impact of complete denture making instructional videos on self-directed learning of clinical skills.

    PubMed

    Kon, Haruka; Botelho, Michael George; Bridges, Susan; Leung, Katherine Chiu Man

    2015-04-01

    The aim of this research was to evaluate the effectiveness of a clinical instructional video with a structured worksheet for independent self-study in a complete denture program. 47 multilingual dental students completed a task by watching an instructional video with subtitles regarding clinical complete denture procedures. After completion, students evaluated their learning experience, and 11 students participated in focus group interviews to gain further insight. A mixed-methods approach to data collection and analysis provided descriptive statistical results and a grounded theory approach to coding identified key concepts and categories from the qualitative data. Over 70% of students had favorable opinions of the learning experience and indicated that the speed and length of the video were appropriate. Highly positive and conflicting negative comments regarding the use of subtitles showed both preferences for subtitles over audio and vice versa. The use of a video resource was considered valuable as the replay and review functions allowed better visualization of the procedures, which was considered a good recap tool for the clinical demonstration. It was also a better revision aid than textbooks. So, if the students were able to view these videos at will, they believed that videos supplemented their self-study. Despite the positive response, videos were not considered to replace live clinical demonstrations. While students preferred live demonstrations over the clinical videos they did express a realization of these as a supplemental learning material for self-study based on their ease of access, use for revision, and prior to clinical preparation. Copyright © 2015 Japan Prosthodontic Society. Published by Elsevier Ltd. All rights reserved.

  17. Hypervideo.

    ERIC Educational Resources Information Center

    Locatis, Craig; And Others

    1990-01-01

    Discusses methods for incorporating video into hypermedia programs. Knowledge representation in hypermedia is explained; video production techniques are discussed; comparisons between linear video, interactive video, and hypervideo are presented; appropriate conditions for hypervideo use are examined; and a need for new media research is…

  18. Reactions to a remote-controlled video-communication robot in seniors' homes: a pilot study of feasibility and acceptance.

    PubMed

    Seelye, Adriana M; Wild, Katherine V; Larimer, Nicole; Maxwell, Shoshana; Kearns, Peter; Kaye, Jeffrey A

    2012-12-01

    Remote telepresence provided by tele-operated robotics represents a new means for obtaining important health information, improving older adults' social and daily functioning and providing peace of mind to family members and caregivers who live remotely. In this study we tested the feasibility of use and acceptance of a remotely controlled robot with video-communication capability in independently living, cognitively intact older adults. A mobile remotely controlled robot with video-communication ability was placed in the homes of eight seniors. The attitudes and preferences of these volunteers and those of family or friends who communicated with them remotely via the device were assessed through survey instruments. Overall experiences were consistently positive, with the exception of one user who subsequently progressed to a diagnosis of mild cognitive impairment. Responses from our participants indicated that in general they appreciated the potential of this technology to enhance their physical health and well-being, social connectedness, and ability to live independently at home. Remote users, who were friends or adult children of the participants, were more likely to test the mobility features and had several suggestions for additional useful applications. Results from the present study showed that a small sample of independently living, cognitively intact older adults and their remote collaterals responded positively to a remote controlled robot with video-communication capabilities. Research is needed to further explore the feasibility and acceptance of this type of technology with a variety of patients and their care contacts.

  19. Understanding the Potential of PARO for Healthy Older Adults

    PubMed Central

    McGlynn, Sean A.; Kemple, Shawn; Mitzner, Tracy L.; King, Chih-Hung Aaron; Rogers, Wendy A.

    2017-01-01

    As the population ages, there is an increasing need for socio-emotional support for older adults. A potential way to meet this need is through interacting with pet-type robots such as the seal robot, PARO. There was a need to extend research on PARO’s potential benefits beyond cognitively impaired and dependently living older adults. Because independently living, cognitively intact older adults may also have socio-emotional needs, the primary goal of this study was to investigate their attitudes, emotions, and engagement with PARO to identify its potential applicability to this demographic. Thirty older adults participated in an interaction period with PARO, and their attitudes and emotions toward PARO were assessed before and after using a multi-method approach. Video of the interaction was coded to determine the types and frequency of engagements participants initiated with PARO. Overall, there were no pre-post interaction differences on these measures. However, semi-structured interviews suggested that these older adults had positive attitudes towards PARO’s attributes, thought it would be easy to use, and perceived potential uses for both themselves and others. Participants varied in their frequency of engagement with PARO. A novel finding is that this active engagement frequency uniquely predicted post-interaction period positive affect. This study advances understanding of healthy older adults’ attitudes, emotions, and engagement with PARO and of possible ways in which PARO could provide social and emotional support to healthy older adults. The results are informative for future research and design of pet-type robots. PMID:28943748

  20. Wrap-Around Out-the-Window Sensor Fusion System

    NASA Technical Reports Server (NTRS)

    Fox, Jeffrey; Boe, Eric A.; Delgado, Francisco; Secor, James B.; Clark, Michael R.; Ehlinger, Kevin D.; Abernathy, Michael F.

    2009-01-01

    The Advanced Cockpit Evaluation System (ACES) includes communication, computing, and display subsystems, mounted in a van, that synthesize out-the-window views to approximate the views of the outside world as it would be seen from the cockpit of a crewed spacecraft, aircraft, or remote control of a ground vehicle or UAV (unmanned aerial vehicle). The system includes five flat-panel display units arranged approximately in a semicircle around an operator, like cockpit windows. The scene displayed on each panel represents the view through the corresponding cockpit window. Each display unit is driven by a personal computer equipped with a video-capture card that accepts live input from any of a variety of sensors (typically, visible and/or infrared video cameras). Software running in the computers blends the live video images with synthetic images that could be generated, for example, from heads-up-display outputs, waypoints, corridors, or from satellite photographs of the same geographic region. Data from a Global Positioning System receiver and an inertial navigation system aboard the remote vehicle are used by the ACES software to keep the synthetic and live views in registration. If the live image were to fail, the synthetic scenes could still be displayed to maintain situational awareness.

  1. Creating and Maintaining Instructor/Student Connection between Class Meetings: The Use of Eyejot--A Video Messaging Technology

    ERIC Educational Resources Information Center

    Lillie, Richard E.; Liu, Xiang; Kang, Gerui

    2011-01-01

    Eyejot, a free video email service, makes it possible to create, send, and receive video messages over the Internet. By adding the warmth of face-to-face interaction to the traditional email message, Eyejot creates a more interactive form of communication that engages today's techsavvy students. This paper shares our experience using Eyejot to…

  2. North Dakota Interactive Video Network: A Practical Guide to Teleconferencing and Distance Education.

    ERIC Educational Resources Information Center

    Tykwinski, Joseph R.; Poulin, Russell C.

    North Dakota is one of the first states to create a statewide system--the Interactive Video Network (IVN)--that allows multiple video conferencing between two or more sites. In 1990-91, IVN connected 10 campuses and the State Capitol. IVN's purpose is to deliver quality postsecondary programs to students who would not otherwise have access to…

  3. Developing, Using, and Interacting in the Flipped Learning Movement: Gaps among Subject Areas

    ERIC Educational Resources Information Center

    Chen, Hsin-liang; Summers, Kevin L.

    2015-01-01

    The purpose of this paper is to investigate the current video collection of an open-access video website (TED-Ed). The research questions focus on its content as evidence of development, its viewership as evidence of use, and flipping as evidence of interaction in informal learning. In late September 2013, 686 video lessons were posted on the…

  4. Interactive Video: What the Research Says.

    ERIC Educational Resources Information Center

    Copeland, Peter

    1988-01-01

    Discussion of research that evaluates the effectiveness of interactive video used for training in the United States and in the United Kingdom highlights a program developed for the Ford Motor Company. Topics discussed include content-treatment interaction; learning strategies; intermode differences; research criteria; pretest and posttest results;…

  5. Healthy Habits for TV, Video Games, and the Internet

    MedlinePlus

    ... Search English Español Healthy Habits for TV, Video Games, and the Internet KidsHealth / For Parents / Healthy Habits ... they see on screens. Video and Interactive Computer Games Look at the ratings. Video games do have ...

  6. Capacity and willingness of patients with chronic noncommunicable diseases to use information technology to help manage their condition: a cross-sectional study

    PubMed Central

    Afshar, Arash Ehteshami; Weaver, Robert G.; Lin, Meng; Allan, Michael; Ronksley, Paul E; Sanmartin, Claudia; Lewanczuk, Richard; Rosenberg, Mark; Manns, Braden; Hemmelgarn, Brenda

    2014-01-01

    Background Health care providers have shown considerable interest in using information technologies such as email, text messages and video conferencing to facilitate the management of chronic noncommunicable diseases such as hypertension, diabetes mellitus and vascular disease. We sought to determine whether these technologies are available and appealing to the target population. Methods We analyzed cross-sectional data from a computer-assisted telephone survey, conducted by Statistics Canada in February and March 2012, of western Canadian adults with at least 1 chronic condition. Survey respondents were asked about their capacity (e.g., “Do you own a mobile phone?”) and willingness to use each of 3 information technologies (email, text messages and video conferencing) to interact with health care providers. For all analyses, Statistics Canada’s calibrated design weights and bootstrap weights were used to obtain population-level point estimates for proportions and odds ratios. Results In total, 1849 (79.8%) of 2316 eligible people participated. Of the 1849 participants, 81.9% had hypertension, 26.2% had diabetes, 21.4% had heart disease, and 7.9% had stroke; 32.2% had more than 1 of the 4 chronic conditions of interest. High proportions of respondents owned a computer with Internet access (76.4%, 95% confidence interval [CI] 73.3%–79.3%) or a mobile phone (73.9%, 95% CI 70.7%–76.8%). About two-thirds of respondents were interested in using email to interact with a specialist (66.3%, 95% CI 63.0%–69.5%); respondents were less enthusiastic about using text messages (44.9%, 95% CI 41.2%–48.7%). Enthusiasm for video conferencing was more pronounced among those residing further from medical specialists than among those living closer. Among respondents who were potentially interested in video conferencing, almost 50% of remote dwellers would use this technology if it saved more than 60 minutes of travel time. Interpretation Many people were interested in using electronic technologies, especially video conferencing and email-based methods, to help manage their chronic condition. The effectiveness and cost implications of using email and video conferencing in the management of chronic disease deserve further consideration. PMID:25077130

  7. Modelling Ecological Cognitive Rehabilitation Therapies for Building Virtual Environments in Brain Injury.

    PubMed

    Martínez-Moreno, J M; Sánchez-González, P; Luna, M; Roig, T; Tormos, J M; Gómez, E J

    2016-01-01

    Brain Injury (BI) has become one of the most common causes of neurological disability in developed countries. Cognitive disorders result in a loss of independence and patients' quality of life. Cognitive rehabilitation aims to promote patients' skills to achieve their highest degree of personal autonomy. New technologies such as virtual reality or interactive video allow developing rehabilitation therapies based on reproducible Activities of Daily Living (ADLs), increasing the ecological validity of the therapy. However, the lack of frameworks to formalize and represent the definition of this kind of therapies can be a barrier for widespread use of interactive virtual environments in clinical routine. To provide neuropsychologists with a methodology and an instrument to design and evaluate cognitive rehabilitation therapeutic interventions strategies based on ADLs performed in interactive virtual environments. The proposed methodology is used to model therapeutic interventions during virtual ADLs considering cognitive deficit, expected abnormal interactions and therapeutic hypotheses. It allows identifying abnormal behavioural patterns and designing interventions strategies in order to achieve errorless-based rehabilitation. An ADL case study ('buying bread') is defined according to the guidelines established by the ADL intervention model. This case study is developed, as a proof of principle, using interactive video technology and is used to assess the feasibility of the proposed methodology in the definition of therapeutic intervention procedures. The proposed methodology provides neuropsychologists with an instrument to design and evaluate ADL-based therapeutic intervention strategies, attending to solve actual limitation of virtual scenarios, to be use for ecological rehabilitation of cognitive deficit in daily clinical practice. The developed case study proves the potential of the methodology to design therapeutic interventions strategies; however our current work is devoted to designing more experiments in order to present more evidence about its values.

  8. Video quality pooling adaptive to perceptual distortion severity.

    PubMed

    Park, Jincheol; Seshadrinathan, Kalpana; Lee, Sanghoon; Bovik, Alan Conrad

    2013-02-01

    It is generally recognized that severe video distortions that are transient in space and/or time have a large effect on overall perceived video quality. In order to understand this phenomena, we study the distribution of spatio-temporally local quality scores obtained from several video quality assessment (VQA) algorithms on videos suffering from compression and lossy transmission over communication channels. We propose a content adaptive spatial and temporal pooling strategy based on the observed distribution. Our method adaptively emphasizes "worst" scores along both the spatial and temporal dimensions of a video sequence and also considers the perceptual effect of large-area cohesive motion flow such as egomotion. We demonstrate the efficacy of the method by testing it using three different VQA algorithms on the LIVE Video Quality database and the EPFL-PoliMI video quality database.

  9. Interactive Video: A Cross Curriculum Computer Project.

    ERIC Educational Resources Information Center

    Grimm, Floyd M., III; And Others

    Responding to the rapid development and often prohibitive costs of new classroom instruction technology, a group of interested faculty at Harford Community College (HCC), in Maryland, formed three Interactive Video (IV) Teams to explore the possibilities of using existing computer hardware and software at the college for interactive video…

  10. The Promise of Interactive Video: An Affective Search.

    ERIC Educational Resources Information Center

    Hon, David

    1983-01-01

    Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…

  11. Video cameras on wild birds.

    PubMed

    Rutz, Christian; Bluff, Lucas A; Weir, Alex A S; Kacelnik, Alex

    2007-11-02

    New Caledonian crows (Corvus moneduloides) are renowned for using tools for extractive foraging, but the ecological context of this unusual behavior is largely unknown. We developed miniaturized, animal-borne video cameras to record the undisturbed behavior and foraging ecology of wild, free-ranging crows. Our video recordings enabled an estimate of the species' natural foraging efficiency and revealed that tool use, and choice of tool materials, are more diverse than previously thought. Video tracking has potential for studying the behavior and ecology of many other bird species that are shy or live in inaccessible habitats.

  12. Assessment of Fall Characteristics From Depth Sensor Videos.

    PubMed

    O'Connor, Jennifer J; Phillips, Lorraine J; Folarinde, Bunmi; Alexander, Gregory L; Rantz, Marilyn

    2017-07-01

    Falls are a major source of death and disability in older adults; little data, however, are available about the etiology of falls in community-dwelling older adults. Sensor systems installed in independent and assisted living residences of 105 older adults participating in an ongoing technology study were programmed to record live videos of probable fall events. Sixty-four fall video segments from 19 individuals were viewed and rated using the Falls Video Assessment Questionnaire. Raters identified that 56% (n = 36) of falls were due to an incorrect shift of body weight and 27% (n = 17) from losing support of an external object, such as an unlocked wheelchair or rolling walker. In 60% of falls, mobility aids were in the room or in use at the time of the fall. Use of environmentally embedded sensors provides a mechanism for real-time fall detection and, ultimately, may supply information to clinicians for fall prevention interventions. [Journal of Gerontological Nursing, 43(7), 13-19.]. Copyright 2017, SLACK Incorporated.

  13. Usefulness of video for observing lifestyle impairments in dementia patients.

    PubMed

    Yokokawa, Kiyoshi

    2012-06-01

    People with dementia face all sorts of troubles in their daily lives. However, it is difficult to understand fully the extent of these troubles. Even spouses and family members who know their daily routines and habits have difficulty caring for those with dementia because these patients are unable to express themselves as a result of their condition. Given these problems, one must consider the capabilities of institutional caregivers to observe and understand dementia patients, as well as accurately report on their daily condition. To overcome these potential problems, a key solution could be to document patients' activities on video. If mutual trust is established between the patient and caregiver, video documentation could record the hidden daily life of dementia patients and document their daily activities and the confusion that they face. This article discusses the efficacy of using video as a means of understanding early onset dementia patients' feelings and actions by documenting their daily lives and treatment approaches based on these observations. © 2012 The Author. Psychogeriatrics © 2012 Japanese Psychogeriatric Society.

  14. Treatment Considerations in Internet and Video Game Addiction: A Qualitative Discussion.

    PubMed

    Greenfield, David N

    2018-04-01

    Internet and video game addiction has been a steadily developing consequence of modern living. Behavioral and process addictions and particularly Internet and video game addiction require specialized treatment protocols and techniques. Recent advances in addiction medicine have improved our understanding of the neurobiology of substance and behavioral addictions. Novel research has expanded the ways we understand and apply well-established addiction treatments as well as newer therapies specific to Internet and video game addiction. This article reviews the etiology, psychology, and neurobiology of Internet and video game addiction and presents treatment strategies and protocols for addressing this growing problem. Copyright © 2017 Elsevier Inc. All rights reserved.

  15. Interactive Video Gaming compared to Health Education in Older Adults with MCI: A Feasibility Study

    PubMed Central

    Hughes, Tiffany F.; Flatt, Jason D.; Fu, Bo; Butters, Meryl A.; Chang, Chung-Chou H.; Ganguli, Mary

    2014-01-01

    Objective We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared to health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment (MCI). Methods Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 minutes each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. Results All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were “very much” satisfied with the intervention. Bowling was enjoyed by the most participants, and was also the rated highest among the games for mental, social and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Conclusion Interactive video gaming is feasible for older adults with MCI and medium effects sizes in favor of the Wii group warrant a larger efficacy trial. PMID:24452845

  16. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function

    PubMed Central

    2012-01-01

    Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. Methods/Design This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. Discussion This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span. The study is IRB approved and the number is: PRO08080012 ClinicalTrials.gov Identifier: NCT01443455 PMID:22672287

  17. Video feedback for families of hearing impaired children.

    PubMed

    Santos, Ingrid Rafaella Dantas Dos; Brazorotto, Joseli Soares

    2018-03-05

    In order to improve speech-language development in children with hearing impairment, in addition to speech-language therapy, the family should be the modifying agent for a satisfactory therapeutic response. Studies that analyze the effectiveness of speech-language pathology (SLP) intervention programs through video feedback are important, given the positive effects of this tool on the modification of behaviors with families of children with disabilities. Therefore, it is believed that video feedback interventions contribute improve the communicative interactions between the families and children assisted by auditory rehabilitation services. The objectives of this study were to investigate the interaction between families and children with hearing loss and analyze the self-esteem and satisfaction of families before and after the intervention program. This is a non-randomized, clinical trial with case report in two groups: Experimental (n=5) and Control (n=5). The intervention was supported by family-child interaction videos and adapted instruments. Pre- and post-intervention protocols were applied. In the EG, improvement was observed in the interaction between the families and children with hearing loss and in the self-esteem of participants. The EG showed satisfaction with the intervention. We conclude that the SLP intervention program based on video feedback has positive effects on the family/child interaction and on parent self-esteem. Further studies with stricter methodological controls should be conducted to prove the efficacy of video feedback intervention for families of children with hearing loss.

  18. Socio-phenomenology and conversation analysis: interpreting video lifeworld healthcare interactions.

    PubMed

    Bickerton, Jane; Procter, Sue; Johnson, Barbara; Medina, Angel

    2011-10-01

    This article uses a socio-phenomenological methodology to develop knowledge and understanding of the healthcare consultation based on the concept of the lifeworld. It concentrates its attention on social action rather than strategic action and a systems approach. This article argues that patient-centred care is more effective when it is informed through a lifeworld conception of human mutual shared interaction. Videos offer an opportunity for a wide audience to experience the many kinds of conversations and dynamics that take place in consultations. Visual sociology used in this article provides a method to organize video emotional, knowledge and action conversations as well as dynamic typical consultation situations. These interactions are experienced through the video materials themselves unlike conversation analysis where video materials are first transcribed and then analysed. Both approaches have the potential to support intersubjective learning but this article argues that a video lifeworld schema is more accessible to health professionals and the general public. The typical interaction situations are constructed through the analysis of video materials of consultations in a London walk-in centre. Further studies are planned in the future to extend and replicate results in other healthcare services. This method of analysis focuses on the ways in which the everyday lifeworld informs face-to-face person-centred health care and supports social action as a significant factor underpinning strategic action and a systems approach to consultation practice. © 2011 Blackwell Publishing Ltd.

  19. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    ERIC Educational Resources Information Center

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  20. Utilization of KSC Present Broadband Communications Data System for Digital Video Services

    NASA Technical Reports Server (NTRS)

    Andrawis, Alfred S.

    2002-01-01

    This report covers a visibility study of utilizing present KSC broadband communications data system (BCDS) for digital video services. Digital video services include compressed digital TV delivery and video-on-demand. Furthermore, the study examines the possibility of providing interactive video on demand to desktop personal computers via KSC computer network.

  1. Utilization of KSC Present Broadband Communications Data System For Digital Video Services

    NASA Technical Reports Server (NTRS)

    Andrawis, Alfred S.

    2001-01-01

    This report covers a visibility study of utilizing present KSC broadband communications data system (BCDS) for digital video services. Digital video services include compressed digital TV delivery and video-on-demand. Furthermore, the study examines the possibility of providing interactive video on demand to desktop personal computers via KSC computer network.

  2. "What Are You Viewing?" Exploring the Pervasive Social TV Experience

    NASA Astrophysics Data System (ADS)

    Schatz, Raimund; Baillie, Lynne; Fröhlich, Peter; Egger, Sebastian; Grechenig, Thomas

    The vision of pervasive TV foresees users engaging with interactive video services across a variety of contexts and user interfaces. Following this idea, this chapter extends traditional Social TV toward the notion of pervasive Social TV (PSTV) by including mobile viewing scenarios. We discuss social interaction enablers that integrate TV content consumption and communication in the context of two case studies that evaluate Social TV on mobile smartphones as well as the traditional set-top-box-based setup. We report on the impact of social features such as text-chat, audio-chat, and synchronized channel-choice on the end-user's media experience. By analyzing the commonalities and the differences between mobile and living-room Social TV that we found, we provide guidance on the design of pervasive Social TV systems as well as on future research issues.

  3. New approaches to high-resolution mapping of marine vertical structures.

    PubMed

    Robert, Katleen; Huvenne, Veerle A I; Georgiopoulou, Aggeliki; Jones, Daniel O B; Marsh, Leigh; D O Carter, Gareth; Chaumillon, Leo

    2017-08-21

    Vertical walls in marine environments can harbour high biodiversity and provide natural protection from bottom-trawling activities. However, traditional mapping techniques are usually restricted to down-looking approaches which cannot adequately replicate their 3D structure. We combined sideways-looking multibeam echosounder (MBES) data from an AUV, forward-looking MBES data from ROVs and ROV-acquired videos to examine walls from Rockall Bank and Whittard Canyon, Northeast Atlantic. High-resolution 3D point clouds were extracted from each sonar dataset and structure from motion photogrammetry (SfM) was applied to recreate 3D representations of video transects along the walls. With these reconstructions, it was possible to interact with extensive sections of video footage and precisely position individuals. Terrain variables were derived on scales comparable to those experienced by megabenthic individuals. These were used to show differences in environmental conditions between observed and background locations as well as explain spatial patterns in ecological characteristics. In addition, since the SfM 3D reconstructions retained colours, they were employed to separate and quantify live coral colonies versus dead framework. The combination of these new technologies allows us, for the first time, to map the physical 3D structure of previously inaccessible habitats and demonstrates the complexity and importance of vertical structures.

  4. Social Properties of Mobile Video

    NASA Astrophysics Data System (ADS)

    Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex

    Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.

  5. Cultural Respect Encompassing Simulation Training: Being Heard About Health Through Broadband

    PubMed Central

    Min-Yu Lau, Phyllis; Woodward-Kron, Robyn; Livesay, Karen; Elliott, Kristine; Nicholson, Patricia

    2016-01-01

    Background Cultural Respect Encompassing Simulation Training (CREST) is a learning program that uses simulation to provide health professional students and practitioners with strategies to communicate sensitively with culturally and linguistically diverse (CALD) patients. It consists of training modules with a cultural competency evaluation framework and CALD simulated patients to interact with trainees in immersive simulation scenarios. The aim of this study was to test the feasibility of expanding the delivery of CREST to rural Australia using live video streaming; and to investigate the fidelity of cultural sensitivity – defined within the process of cultural competency which includes awareness, knowledge, skills, encounters and desire – of the streamed simulations. Design and Methods In this mixed-methods evaluative study, health professional trainees were recruited at three rural academic campuses and one rural hospital to pilot CREST sessions via live video streaming and simulation from the city campus in 2014. Cultural competency, teaching and learning evaluations were conducted. Results Forty-five participants rated 26 reliable items before and after each session and reported statistically significant improvement in 4 of 5 cultural competency domains, particularly in cultural skills (P<0.05). Qualitative data indicated an overall acknowledgement amongst participants of the importance of communication training and the quality of the simulation training provided remotely by CREST. Conclusions Cultural sensitivity education using live video-streaming and simulation can contribute to health professionals’ learning and is effective in improving cultural competency. CREST has the potential to be embedded within health professional curricula across Australian universities to address issues of health inequalities arising from a lack of cultural sensitivity training. Significance for public health There are significant health inequalities for migrant populations. They commonly have poorer access to health services and poorer health outcomes than the Australian-born population. The factors are multiple, complex and include language and cultural barriers. To address these disparities, culturally competent patient-centred care is increasingly recognised to be critical to improving care quality, patient satisfaction, patient compliance and patient outcomes. Yet there is a lack of quality in the teaching and learning of cultural competence in healthcare education curricula, particularly in rural settings where qualified trainers and resources can be limited. The Cultural Respect Encompassing Simulation Training (CREST) program offers opportunities to health professional students and practitioners to learn and develop communication skills with professionally trained culturally and linguistically diverse simulated patients who contribute their experiences and health perspectives. It has already been shown to contribute to health professionals' learning and is effective in improving cultural competency in urban settings. This study demonstrates that CREST when delivered via live video-streaming and simulation can achieve similar results in rural settings. PMID:27190975

  6. Approaches to Interactive Video Anchors in Problem-based Science Learning

    NASA Astrophysics Data System (ADS)

    Kumar, David Devraj

    2010-02-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and custom-developed regular videos and virtual simulations have been successfully used as anchors in problem-based science learning. Examples discussed include a range of situations such as Indiana Jones tackling a trap, a teenager misrepresenting lead for gold, an agriculture inspection at the US border, counterintuitive events, analyzing a river ecosystem for pollution, and finding the cause of illness in a nineteenth century river city. Suggestions for teachers are provided.

  7. Quantifying human-environment interactions using videography in the context of infectious disease transmission.

    PubMed

    Julian, Timothy R; Bustos, Carla; Kwong, Laura H; Badilla, Alejandro D; Lee, Julia; Bischel, Heather N; Canales, Robert A

    2018-05-08

    Quantitative data on human-environment interactions are needed to fully understand infectious disease transmission processes and conduct accurate risk assessments. Interaction events occur during an individual's movement through, and contact with, the environment, and can be quantified using diverse methodologies. Methods that utilize videography, coupled with specialized software, can provide a permanent record of events, collect detailed interactions in high resolution, be reviewed for accuracy, capture events difficult to observe in real-time, and gather multiple concurrent phenomena. In the accompanying video, the use of specialized software to capture humanenvironment interactions for human exposure and disease transmission is highlighted. Use of videography, combined with specialized software, allows for the collection of accurate quantitative representations of human-environment interactions in high resolution. Two specialized programs include the Virtual Timing Device for the Personal Computer, which collects sequential microlevel activity time series of contact events and interactions, and LiveTrak, which is optimized to facilitate annotation of events in real-time. Opportunities to annotate behaviors at high resolution using these tools are promising, permitting detailed records that can be summarized to gain information on infectious disease transmission and incorporated into more complex models of human exposure and risk.

  8. Navigating the Path of Totality - Results and Lessons Learned from the 2017 Eclipse Broadcast, Webcast, Mobile App and Online Production

    NASA Astrophysics Data System (ADS)

    Semper, R.; Higdon, R.

    2017-12-01

    The 2017 total solar eclipse provided unique opportunity to provide public outreach about astronomy, heliophysics, and scientific discovery. The Navigating the Path of Totality project was designed to produce eclipse related educational resources including live video feeds and distribute them to museums, schools, libraries and the public through online and broadcast media. Using special telescope video camera setups, five feeds were produced including a live one hour English program and in parallel a live one hour Spanish program from Casper, WY with a cutaway to Madras, OR, complete (C1-C4) telescope only feeds from both Madras, OR and Casper, Wy, and a complete (C1-C4) telescope only feed with live musical sonification and accompaniment by the Kronos Quartet. Images from the live feeds were made available on the NASA Website, NASA TV, Exploratorium website, Exploratorium Solar Eclipse mobile app, local television and in museums, libraries and schools worldwide. Associated educational video material including images from the 2016 total eclipse from Micronesia was produced and disseminated. In this talk we will discuss the evaluation results including an examination of the effectiveness of the digital strategy of many mobile channels and mobile apps using different analytics including IBM Watson social media analytics services. We will also present the lessons learned from the project.

  9. Getting to know you: using documentary video-making to challenge ageist stereotypes.

    PubMed

    Lee, Terry

    2012-01-01

    The article theorizes that augmenting traditional humanities course work with documentary video-making can enhance and motivate learning. The English class profiled focused on aging and the lives of elders in an adult daycare center and a retirement community. Students documented elders' stories in video over 15 weeks. The instructor's goal was to use the immediacy of video to challenge and dismantle ageist stereotypes. Documentary video-making is a simple, and enticing, technology that gives students a powerful tool for getting to know elders. Scholarship on classroom uses of digital video-making is discussed, and critical comments from the five reflective essays students wrote during the semester are used to track changes in student perceptions of elders.

  10. Efficient management and promotion of utilization of the video information acquired by observation

    NASA Astrophysics Data System (ADS)

    Kitayama, T.; Tanaka, K.; Shimabukuro, R.; Hase, H.; Ogido, M.; Nakamura, M.; Saito, H.; Hanafusa, Y.; Sonoda, A.

    2012-12-01

    In Japan Agency for Marine-Earth Science and Technology (JAMSTEC), the deep sea videos are made from the research by JAMSTEC submersibles in 1982, and the information on the huge deep-sea that will reach more 4,000 dives (ca. 24,700 tapes) by the present are opened to public via the Internet since 2002. The deep-sea videos is important because the time variation of deep-sea environment with difficult investigation and collection and growth of the living thing in extreme environment can be checked. Moreover, with development of video technique, the advanced analysis of an investigation image is attained. For grasp of deep sea environment, especially the utility value of the image is high. In JAMSTEC's Data Research Center for Marine-Earth Sciences (DrC), collection of the video are obtained by dive investigation of JAMSTEC, preservation, quality control, and open to public are performed. It is our big subject that the huge video information which utility value has expanded managed efficiently and promotion of use. In this announcement, the present measure is introduced about these subjects . The videos recorded on a tape or various media onboard are collected, and the backup and encoding for preventing the loss and degradation are performed. The video inside of a hard disk has the large file size. Then, we use the Linear Tape File System (LTFS) which attracts attention with image management engineering these days. Cost does not start compared with the usual disk backup, but correspondence years can also save the video data for a long time, and the operatively of a file is not different from a disk. The video that carried out the transcode to offer is archived by disk storage, and offer according to a use is possible for it. For the promotion of utilization of the video, the video public presentation system was reformed completely from November, 2011 to "JAMSTEC E-library of Deep Sea Images (http:// www.godac.jamstec.go.jp/jedi/)" This new system has preparing various searches (e.g. Search by map, Tree, Icon, Keyword et al.). The video annotation is enabled with the same interface, and the usability of use and management is raised. Moreover, In the "Biological Information System for Marine Life : BISMaL (http://www.godac.jamstec.go.jp/bismal/e/index.html)" which is a data system for biodiversity information, particularly in biogeographic data of marine organisms, based on photography position information, the visualization of living thing distribution, the life list of a deep sea living thing, and the deep sea video were used, and aim at the contribution to biodiversity grasp. Future, aiming at the accuracy improvement of the information given to the video by Work support of the comment registration by automatic recognition of an image and Development of a comment registration tool onboard, it aims at offering higher quality information.

  11. NASA in Silicon Valley Live - Episode 01 - We're Going Back to the Moon!

    NASA Image and Video Library

    2018-01-12

    We’ve launched a live video show on Twitch called NASA in Silicon Valley Live! This is our premiere episode streamed on Jan. 12. In it, we talk about going back to the Moon with NASA rock stars Jim Green and Greg Schmidt.

  12. Presenting Science in a Video-Delivered, Web-based Format: Comparing Learning Settings To Get the Most Out of Teaching.

    ERIC Educational Resources Information Center

    Urven, Lance E.; Yin, L. Roger; Eshelman, Bruce D.; Bak, John D.

    2000-01-01

    Describes a high school course entitled "Science Technology in Society". High school students use live video presentations and world wide web courseware. Concludes that distance learning students performed as well as traditionally instructed students. (SAH)

  13. Teaching Introductory Chemistry with Videocassette Presentations.

    ERIC Educational Resources Information Center

    Enger, John; And Others

    Reported here is the development and evaluation of an extensive series of video-cassette presentations developed for introductory chemical education. In measures of course achievement, students instructed by the video-cassette-discussion format received higher average scores than those taught by live lecture methods. A survey showed that the…

  14. YouTube as a source of information on mouth (oral) cancer.

    PubMed

    Hassona, Y; Taimeh, D; Marahleh, A; Scully, C

    2016-04-01

    We examined the content of YouTube(™) videos on mouth (oral) cancer and evaluated their usefulness in promoting early detection of oral cancer. A systematic search of YouTube(™) for videos containing information on mouth cancer was conducted using the keywords 'mouth cancer' and 'oral cancer'. Demographics of videos, including type, source, length, and viewers' interaction, were evaluated, and three researchers independently assessed the videos for usefulness in promoting early detection of oral cancer. A total of 188 YouTube(™) videos (152 patient-oriented educational videos and 36 testimonial videos) were analyzed. The overall usefulness score ranged from 0 to 10 (mean = 3.56 ± 2.44). The most useful videos ranked late on the viewing list, and there was no significant correlation between video usefulness and viewing rate, viewers' interaction, and video length. Videos uploaded by individual users were less useful compared with videos uploaded by professional organizations or by healthcare professionals. Healthcare professionals, academic institutions, and professional organizations have a responsibility for improving the content of YouTube(™) about mouth cancer by uploading useful videos, and directing patients to reliable information sources. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  15. Using video-based observation research methods in primary care health encounters to evaluate complex interactions.

    PubMed

    Asan, Onur; Montague, Enid

    2014-01-01

    The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings. This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared "unmanned" video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies. With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.

  16. Interactive Video: Why Trainers Are Tuning In.

    ERIC Educational Resources Information Center

    Broderick, Richard

    1982-01-01

    The uses of interactive video are explored through various case studies. They include cardiopulmonary resuscitation training for the Dallas American Heart Association, Ford Motor Company dealership training, employee training at the Los Angeles Plutonium Facility, and others. (CT)

  17. Mentalizing eye contact with a face on a video: Gaze direction does not influence autonomic arousal.

    PubMed

    Lyyra, Pessi; Myllyneva, Aki; Hietanen, Jari K

    2018-04-26

    Recent research has revealed enhanced autonomic and subjective responses to eye contact only when perceiving another live person. However, these enhanced responses to eye contact are abolished if the viewer believes that the other person is not able to look back at the viewer. We purported to investigate whether this "genuine" eye contact effect can be reproduced with pre-recorded videos of stimulus persons. Autonomic responses, gaze behavior, and subjective self-assessments were measured while participants viewed pre-recorded video persons with direct or averted gaze, imagined that the video person was real, and mentalized that the person could see them or not. Pre-recorded videos did not evoke similar physiological or subjective eye contact effect as previously observed with live persons, not even when the participants were mentalizing being seen by the person. Gaze tracking results showed, however, increased attention allocation to faces with direct gaze compared to averted gaze directions. The results suggest that elicitation of the physiological arousal in response to genuine eye contact seems to require spontaneous experience of seeing and of being seen by another individual. © 2018 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

  18. Video Laboratories for the Teaching and Learning of Professional Ethics in Exercise Physiology Curricula

    ERIC Educational Resources Information Center

    Senchina, David S.

    2011-01-01

    Student researchers in physiology courses often interact with human subjects in classroom research but may be unfamiliar with the professional ethics of experimenter-subject interactions. This communication describes experiences related to an interactive video used in exercise science and general biology courses to help students become aware of,…

  19. The Effects of Interactive Video on Cognitive Achievement and Attitude toward Learning.

    ERIC Educational Resources Information Center

    Soled, Suzanne Wegener; And Others

    The purpose of this experimental study was to determine the effects of interactive video versus traditional lecture on cognitive learning and affective behaviors of undergraduate nursing students. It was hypothesized that there would be no significant differences in the cognitive achievement scores of students taught by an interactive videodisk…

  20. Videodisc/Microcomputer Technology in Wildland Fire Behavior Training

    Treesearch

    M. J. Jenkins; K.Y. Matsumoto-Grah

    1987-01-01

    Interactive video is a powerful medium, bringing together the emotional impact of video and film and the interactive capabilities of the computer. Interactive videodisc instruction can be used as a tutorial, for drill and practice and in simulations, as well as for information storage. Videodisc technology is being used in industrial, military and medical applications...

  1. Transmission of live laparoscopic surgery over the Internet2.

    PubMed

    Damore, L J; Johnson, J A; Dixon, R S; Iverson, M A; Ellison, E C; Melvin, W S

    1999-11-01

    Video broadcasting of surgical procedures is an important tool for education, training, and consultation. Current video conferencing systems are expensive and time-consuming and require preplanning. Real-time Internet video is known for its poor quality and relies on the equipment and the speed of the connection. The Internet2, a new high-speed (up to 2,048 Mbps), large bandwidth data network presently connects more than 100 universities and corporations. We have successfully used the Internet2 to broadcast the first real-time, high-quality audio/video program from a live laparoscopic operation to distant points. Video output of the laparoscopic camera and audio from a wireless microphone were broadcast to distant sites using a proprietary, PC-based implementation of H.320 video conferencing over a TCP/IP network connected to the Internet2. The receiving sites participated in two-way, real-time video and audio communications and graded the quality of the signal they received. On August 25, 1998, a laparoscopic Nissen fundoplication was transmitted to Internet2 stations in Colorado, Pennsylvania, and to an Internet station in New York. On September 28 and 29, 1998, we broadcast laparoscopic operations throughout both days to the Internet2 Fall Conference in San Francisco, California. Most recently, on February 24, 1999, we transmitted a laparoscopic Heller myotomy to the Abilene Network Launch Event in Washington, DC. The Internet2 is currently able to provide the bandwidth needed for a turn-key video conferencing system with high-resolution, real-time transmission. The system could be used for a variety of teaching and educational programs for experienced surgeons, residents, and medical students.

  2. Deciding to defect: the effects of video-game violence on cooperative behavior.

    PubMed

    Sheese, Brad E; Graziano, William G

    2005-05-01

    This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.

  3. Live-cell Video Microscopy of Fungal Pathogen Phagocytosis

    PubMed Central

    Lewis, Leanne E.; Bain, Judith M.; Okai, Blessing; Gow, Neil A.R.; Erwig, Lars Peter

    2013-01-01

    Phagocytic clearance of fungal pathogens, and microorganisms more generally, may be considered to consist of four distinct stages: (i) migration of phagocytes to the site where pathogens are located; (ii) recognition of pathogen-associated molecular patterns (PAMPs) through pattern recognition receptors (PRRs); (iii) engulfment of microorganisms bound to the phagocyte cell membrane, and (iv) processing of engulfed cells within maturing phagosomes and digestion of the ingested particle. Studies that assess phagocytosis in its entirety are informative1, 2, 3, 4, 5 but are limited in that they do not normally break the process down into migration, engulfment and phagosome maturation, which may be affected differentially. Furthermore, such studies assess uptake as a single event, rather than as a continuous dynamic process. We have recently developed advanced live-cell imaging technologies, and have combined these with genetic functional analysis of both pathogen and host cells to create a cross-disciplinary platform for the analysis of innate immune cell function and fungal pathogenesis. These studies have revealed novel aspects of phagocytosis that could only be observed using systematic temporal analysis of the molecular and cellular interactions between human phagocytes and fungal pathogens and infectious microorganisms more generally. For example, we have begun to define the following: (a) the components of the cell surface required for each stage of the process of recognition, engulfment and killing of fungal cells1, 6, 7, 8; (b) how surface geometry influences the efficiency of macrophage uptake and killing of yeast and hyphal cells7; and (c) how engulfment leads to alteration of the cell cycle and behavior of macrophages 9, 10. In contrast to single time point snapshots, live-cell video microscopy enables a wide variety of host cells and pathogens to be studied as continuous sequences over lengthy time periods, providing spatial and temporal information on a broad range of dynamic processes, including cell migration, replication and vesicular trafficking. Here we describe in detail how to prepare host and fungal cells, and to conduct the video microscopy experiments. These methods can provide a user-guide for future studies with other phagocytes and microorganisms. PMID:23329139

  4. Why Students Learn More From Dialogue-Than Monologue-Videos: Analyses of Peer Interactions

    ERIC Educational Resources Information Center

    Chi, Michelene T. H.; Kang, Seokmin; Yaghmourian, David L.

    2017-01-01

    In 2 separate studies, we found that college-age students learned more when they collaboratively watched tutorial dialogue-videos than lecture-style monologue-videos. In fact, they can learn as well as the tutees in the dialogue-videos. These results replicate similar findings in the literature showing the advantage of dialogue-videos even when…

  5. The Video Interaction Guidance approach applied to teaching communication skills in dentistry.

    PubMed

    Quinn, S; Herron, D; Menzies, R; Scott, L; Black, R; Zhou, Y; Waller, A; Humphris, G; Freeman, R

    2016-05-01

    To examine dentists' views of a novel video review technique to improve communication skills in complex clinical situations. Dentists (n = 3) participated in a video review known as Video Interaction Guidance to encourage more attuned interactions with their patients (n = 4). Part of this process is to identify where dentists and patients reacted positively and effectively. Each dentist was presented with short segments of video footage taken during an appointment with a patient with intellectual disabilities and communication difficulties. Having observed their interactions with patients, dentists were asked to reflect on their communication strategies with the assistance of a trained VIG specialist. Dentists reflected that their VIG session had been insightful and considered the review process as beneficial to communication skills training in dentistry. They believed that this technique could significantly improve the way dentists interact and communicate with patients. The VIG sessions increased their awareness of the communication strategies they use with their patients and were perceived as neither uncomfortable nor threatening. The VIG session was beneficial in this exploratory investigation because the dentists could identify when their interactions were most effective. Awareness of their non-verbal communication strategies and the need to adopt these behaviours frequently were identified as key benefits of this training approach. One dentist suggested that the video review method was supportive because it was undertaken by a behavioural scientist rather than a professional counterpart. Some evidence supports the VIG approach in this specialist area of communication skills and dental training. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  6. Effects of Video Feedback on Early Coercive Parent–Child Interactions: The Intervening Role of Caregivers’ Relational Schemas

    PubMed Central

    Smith, Justin D.; Dishion, Thomas J.; Moore, Kevin J.; Shaw, Daniel S.; Wilson, Melvin N.

    2013-01-01

    Objective We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up intervention (FCU; Dishion & Stormshak, 2007). We hypothesized that the addition of video feedback procedures during the FCU feedback at child age 2 would have a positive effect on caregivers’ negative relational schemas of their child, which in turn would mediate reductions in observed coercive caregiver-child interactions assessed at age 5. Method We observed the caregiver-child interaction videotapes of 79 high-risk families with toddlers exhibiting clinically significant problem behaviors. A quasi-random sample of families were provided with direct feedback on their interactions during the feedback session of the FCU protocol. Results Path analysis indicated that reviewing and engaging in feedback about videotaped age-2 assessment predicted reduced caregivers’ negative relational schemas of the child at age 3, which acted as an intervening variable on the reduction of observed parent–child coercive interactions recorded at age 5. Video feedback predicted improved family functioning over and above level of engagement in the FCU in subsequent years, indicating the important incremental contribution of using video feedback procedures in early family-based preventive interventions for problem behaviors. Conclusions Supportive video feedback on coercive family dynamics is an important strategy for promoting caregiver motivation to reduce negative attributions toward the child, which fuel coercive interactions. Our study also contributes to the clinical and research literature concerning coercion theory and effective intervention strategies by identifying a potential mechanism of change. PMID:23534831

  7. Reactions to a Remote-Controlled Video-Communication Robot in Seniors' Homes: A Pilot Study of Feasibility and Acceptance

    PubMed Central

    Seelye, Adriana M.; Larimer, Nicole; Maxwell, Shoshana; Kearns, Peter; Kaye, Jeffrey A.

    2012-01-01

    Abstract Objective: Remote telepresence provided by tele-operated robotics represents a new means for obtaining important health information, improving older adults' social and daily functioning and providing peace of mind to family members and caregivers who live remotely. In this study we tested the feasibility of use and acceptance of a remotely controlled robot with video-communication capability in independently living, cognitively intact older adults. Materials and Methods: A mobile remotely controlled robot with video-communication ability was placed in the homes of eight seniors. The attitudes and preferences of these volunteers and those of family or friends who communicated with them remotely via the device were assessed through survey instruments. Results: Overall experiences were consistently positive, with the exception of one user who subsequently progressed to a diagnosis of mild cognitive impairment. Responses from our participants indicated that in general they appreciated the potential of this technology to enhance their physical health and well-being, social connectedness, and ability to live independently at home. Remote users, who were friends or adult children of the participants, were more likely to test the mobility features and had several suggestions for additional useful applications. Conclusions: Results from the present study showed that a small sample of independently living, cognitively intact older adults and their remote collaterals responded positively to a remote controlled robot with video-communication capabilities. Research is needed to further explore the feasibility and acceptance of this type of technology with a variety of patients and their care contacts. PMID:23082794

  8. Graphics to H.264 video encoding for 3D scene representation and interaction on mobile devices using region of interest

    NASA Astrophysics Data System (ADS)

    Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Jia, Jie; Kim, Hae-Kwang

    2007-12-01

    In this paper, we propose a method of 3D graphics to video encoding and streaming that are embedded into a remote interactive 3D visualization system for rapidly representing a 3D scene on mobile devices without having to download it from the server. In particular, a 3D graphics to video framework is presented that increases the visual quality of regions of interest (ROI) of the video by performing more bit allocation to ROI during H.264 video encoding. The ROI are identified by projection 3D objects to a 2D plane during rasterization. The system offers users to navigate the 3D scene and interact with objects of interests for querying their descriptions. We developed an adaptive media streaming server that can provide an adaptive video stream in term of object-based quality to the client according to the user's preferences and the variation of network bandwidth. Results show that by doing ROI mode selection, PSNR of test sample slightly change while visual quality of objects increases evidently.

  9. Training Interactive Videodisc Designers.

    ERIC Educational Resources Information Center

    Allen, Brockenbrough S.; Erickson, Debra M.

    1986-01-01

    Describes a model for training instructional designers who will work as members of videodisc development teams. This model develops and integrates competencies relating to instructional design, project management, interpersonal skills, storyboarding and flowcharting, programming, video production, and interactive video system knowledge. Three…

  10. Computers for Interactive Learning.

    ERIC Educational Resources Information Center

    Grabowski, Barbara; Aggen, William

    1984-01-01

    Analyzes features of computer-based interactive video including sophisticated answer judging, diagnostic feedback, simulation, animation, audible tones, touch sensitive screen, function keys, and video enhancements, and matches these to the characteristics and pedagogical styles of learners. The learner characteristics discussed include internal…

  11. Novel Uses of Video to Accelerate the Surgical Learning Curve.

    PubMed

    Ibrahim, Andrew M; Varban, Oliver A; Dimick, Justin B

    2016-04-01

    Surgeons are under enormous pressure to continually improve and learn new surgical skills. Novel uses of surgical video in the preoperative, intraoperative, and postoperative setting are emerging to accelerate the learning curve of surgical skill and minimize harm to patients. In the preoperative setting, social media outlets provide a valuable platform for surgeons to collaborate and plan for difficult operative cases. Live streaming of video has allowed for intraoperative telementoring. Finally, postoperative use of video has provided structure for peer coaching to evaluate and improve surgical skill. Applying these approaches into practice is becoming easier as most of our surgical platforms (e.g., laparoscopic, and endoscopy) now have video recording technology built in and video editing software has become more user friendly. Future applications of video technology are being developed, including possible integration into accreditation and board certification.

  12. Video laboratories for the teaching and learning of professional ethics in exercise physiology curricula.

    PubMed

    Senchina, David S

    2011-09-01

    Student researchers in physiology courses often interact with human subjects in classroom research but may be unfamiliar with the professional ethics of experimenter-subject interactions. This communication describes experiences related to an interactive video used in exercise science and general biology courses to help students become aware of, sensitive to, and comfortable with implementing professional ethics into their own thinking and behavior as researchers before entering the laboratory. The activity consisted of a filmed exercise physiology experiment complemented with interactive question sheets followed by small- and large-group discussion and culminating with individual student reflections. Student written responses from multiple courses indicated that students were able to 1) identify and consider the ethics of experimenter-subject interactions from the movie, 2) generalize broader ideas of professional ethics from those observations, and 3) consider their observations in terms of future experiments they would be conducting personally and how they should interact with human subjects. A majority of students indicated a positive reaction to the video and identified specific aspects they appreciated. It is hoped that this report will encourage other instructors to consider the use of interactive videos in the teaching and learning of professional ethics related to their courses.

  13. The Impact of Webinar-Webcast System on Learning Performance

    ERIC Educational Resources Information Center

    Nagy, Judit T.; Bernschütz, Mária

    2016-01-01

    Using online video presentations is increasingly gaining ground in higher education. Our present paper discusses the initial results of a longer research project and investigates the effect that the availability of online videos introduced to complement live presentations has on learning performance. The quasi-experimental research covered each…

  14. Video Spectroscopy with the RSpec Explorer

    ERIC Educational Resources Information Center

    Lincoln, James

    2018-01-01

    The January 2018 issue of "The Physics Teacher" saw two articles that featured the RSpec Explorer as a supplementary lab apparatus. The RSpec Explorer provides live video spectrum analysis with which teachers can demonstrate how to investigate features of a diffracted light source. In this article I provide an introduction to the device…

  15. Music, Television, and Video: Historical and Aesthetic Considerations.

    ERIC Educational Resources Information Center

    Burns, Gary; Thompson, Robert

    Rock videos have their antecedents in film and television images, although music in films is usually background music. Television made possible the live transmission of musical numbers with visuals. The musical television commercial is an amalgam of conventions, with background music suddenly erupting into text, unheard by the characters but…

  16. LGBTQ Youth + Video Artivism: Arts-Based Critical Civic Praxis

    ERIC Educational Resources Information Center

    Rhoades, Mindi

    2012-01-01

    In 2005, digital media artist/activist Liv Gjestvang founded a nonprofit organization, Youth Video OUTreach (YVO), to teach lesbian, gay, bisexual, transgender, queer/questioning (LGBTQ) youth skills to create a documentary about their lives that could serve as a centerpiece for outreach and advocacy efforts by/for LGBTQ youth. While…

  17. A prototype of a beam steering assistant tool for accelerator operations

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    M. Bickley; P. Chevtsov

    2006-10-24

    The CEBAF accelerator provides nuclear physics experiments at Jefferson Lab with high quality electron beams. Three experimental end stations can simultaneously receive the beams with different energies and intensities. For each operational mode, the accelerator setup procedures are complicated and require very careful checking of beam spot sizes and positions on multiple beam viewers. To simplify these procedures and make them reproducible, a beam steering assistant GUI tool has been created. The tool is implemented as a multi-window control screen. The screen has an interactive graphical object window, which is an overlay on top of a digitized live video imagemore » from a beam viewer. It allows a user to easily create and edit any graphical objects consisting of text, ellipses, and lines, right above the live beam viewer image and then save them in a file that is called a beam steering template. The template can show, for example, the area within which the beam must always be on the viewer. Later, this template can be loaded in the interactive graphical object window to help accelerator operators steer the beam to the specified area on the viewer.« less

  18. Design and Evaluation of an Interactive Exercise Coaching System for Older Adults: Lessons Learned

    PubMed Central

    Ofli, Ferda; Kurillo, Gregorij; Obdržálek, Štěpán; Bajcsy, Ruzena; Jimison, Holly; Pavel, Misha

    2016-01-01

    Although the positive effects of exercise on the well-being and quality of independent living for older adults are well-accepted, many elderly individuals lack access to exercise facilities, or the skills and motivation to perform exercise at home. To provide a more engaging environment that promotes physical activity, various fitness applications have been proposed. Many of the available products, however, are geared toward a younger population and are not appropriate or engaging for an older population. To address these issues, we developed an automated interactive exercise coaching system using the Microsoft Kinect. The coaching system guides users through a series of video exercises, tracks and measures their movements, provides real-time feedback, and records their performance over time. Our system consists of exercises to improve balance, flexibility, strength, and endurance, with the aim of reducing fall risk and improving performance of daily activities. In this paper, we report on the development of the exercise system, discuss the results of our recent field pilot study with six independently-living elderly individuals, and highlight the lessons learned relating to the in-home system setup, user tracking, feedback, and exercise performance evaluation. PMID:25594988

  19. The Nautilus Exploration Program: Utilizing Live Ocean Exploration as a Platform for STEM Education and Outreach

    NASA Astrophysics Data System (ADS)

    Fundis, A.; Cook, M.; Sutton, K.; Garson, S.; Poulton, S.; Munro, S.

    2016-02-01

    By sparking interest in scientific inquiry and engineering design at a young age through exposure to ocean exploration and innovative technologies, and building on that interest throughout students' educational careers, the Ocean Exploration Trust (OET) aims to motivate more students to be lifelong learners and pursue careers in STEM fields. Utilizing research conducted aboard Exploration Vessel Nautilus, the ship's associated technologies, and shore-based facilities at the University of Rhode Island — including the Graduate School of Oceanography and the Inner Space Center — we guide students to early career professionals through a series of educational programs focused on STEM disciplines and vocational skills. OET also raises public awareness of ocean exploration and research through a growing online presence, live streaming video, and interactions with the team aboard the ship 24 hours a day via the Nautilus Live website (www.nautiluslive.org). Annually, our outreach efforts bring research launched from Nautilus to tens of millions worldwide and allow the public, students, and scientists to participate in expeditions virtually from shore. We share the Nautilus Exploration Program's strategies, successes, and lessons learned for a variety of our education and outreach efforts including: 1) enabling global audiences access to live ocean exploration online and via social media; 2) engaging onshore audiences in live and interactive conversations with scientists and engineers on board; 3) engaging young K-12 learners in current oceanographic research via newly developed lessons and curricula; 4) onshore and offshore professional development opportunities for formal and informal educators; 5) programs and authentic research opportunities for high school, undergraduate, and graduate students onshore and aboard Nautilus; and 6) collaborative opportunities for early career and seasoned researchers to participate virtually in telepresence-enabled, interdisciplinary expeditions.

  20. Stream On: Video Servers in the Real World.

    ERIC Educational Resources Information Center

    Tristram, Claire

    1995-01-01

    Despite plans for corporate training networks, digital ad-insertion systems, hotel video-on-demand, and interactive television, only small scale video networks presently work. Four case studies examine the design and implementation decisions for different markets: corporate; advertising; hotel; and commercial video via cable, satellite or…

  1. Developing methods for assessing abundance and distribution of European oysters (Ostrea edulis) using towed video.

    PubMed

    Thorngren, Linnea; Dunér Holthuis, Thomas; Lindegarth, Susanne; Lindegarth, Mats

    2017-01-01

    Due to large-scale habitat losses and increasing pressures, benthic habitats in general, and perhaps oyster beds in particular, are commonly in decline and severely threatened on regional and global scales. Appropriate and cost-efficient methods for mapping and monitoring of the distribution, abundance and quality of remaining oyster populations are fundamental for sustainable management and conservation of these habitats and their associated values. Towed video has emerged as a promising method for surveying benthic communities in a both non-destructive and cost-efficient way. Here we examine its use as a tool for quantification and monitoring of oyster populations by (i) analysing how well abundances can be estimated and how living Ostrea edulis individuals can be distinguished from dead ones, (ii) estimating the variability within and among observers as well as the spatial variability at a number of scales, and finally (iii) evaluating the precision of estimated abundances under different scenarios for monitoring. Overall, the results show that the can be used to quantify abundance and occurrence of Ostrea edulis in heterogeneous environments. There was a strong correlation between abundances determined in the field and abundances estimated by video-analyses (r2 = 0.93), even though video analyses underestimated the total abundance of living oysters by 20%. Additionally, the method was largely repeatable within and among observers and revealed no evident bias in identification of living and dead oysters. We also concluded that the spatial variability was an order of magnitude larger than that due to observer errors. Subsequent modelling of precision showed that the total area sampled was the main determinant of precision and provided general method for determining precision. This study provides a thorough validation of the application of towed video on quantitative estimations of live oysters. The results suggest that the method can indeed be very useful for this purpose and we therefor recommend it for future monitoring of oysters and other threatened habitats and species.

  2. Developing methods for assessing abundance and distribution of European oysters (Ostrea edulis) using towed video

    PubMed Central

    Dunér Holthuis, Thomas; Lindegarth, Susanne; Lindegarth, Mats

    2017-01-01

    Due to large-scale habitat losses and increasing pressures, benthic habitats in general, and perhaps oyster beds in particular, are commonly in decline and severely threatened on regional and global scales. Appropriate and cost-efficient methods for mapping and monitoring of the distribution, abundance and quality of remaining oyster populations are fundamental for sustainable management and conservation of these habitats and their associated values. Towed video has emerged as a promising method for surveying benthic communities in a both non-destructive and cost-efficient way. Here we examine its use as a tool for quantification and monitoring of oyster populations by (i) analysing how well abundances can be estimated and how living Ostrea edulis individuals can be distinguished from dead ones, (ii) estimating the variability within and among observers as well as the spatial variability at a number of scales, and finally (iii) evaluating the precision of estimated abundances under different scenarios for monitoring. Overall, the results show that the can be used to quantify abundance and occurrence of Ostrea edulis in heterogeneous environments. There was a strong correlation between abundances determined in the field and abundances estimated by video-analyses (r2 = 0.93), even though video analyses underestimated the total abundance of living oysters by 20%. Additionally, the method was largely repeatable within and among observers and revealed no evident bias in identification of living and dead oysters. We also concluded that the spatial variability was an order of magnitude larger than that due to observer errors. Subsequent modelling of precision showed that the total area sampled was the main determinant of precision and provided general method for determining precision. This study provides a thorough validation of the application of towed video on quantitative estimations of live oysters. The results suggest that the method can indeed be very useful for this purpose and we therefor recommend it for future monitoring of oysters and other threatened habitats and species. PMID:29141028

  3. Memory for Lectures: How Lecture Format Impacts the Learning Experience

    PubMed Central

    Varao-Sousa, Trish L.; Kingstone, Alan

    2015-01-01

    The present study investigated what impact the presentation style of a classroom lecture has on memory, mind wandering, and the subjective factors of interest and motivation. We examined if having a professor lecturing live versus on video alters the learning experience of the students in the classroom. During the lectures, students were asked to report mind wandering and later complete a memory test. The lecture format was manipulated such that all the students received two lectures, one live and one a pre-recorded video. Results indicate that lecture format affected memory performance but not mind wandering, with enhanced memory in the live lectures. Additionally, students reported greater interest and motivation in the live lectures. Given that a single change to the classroom environment, professor presence, impacted memory performance, as well as motivation and interest, the present results have several key implications for technology-based integrations into higher education classrooms. PMID:26561235

  4. Memory for Lectures: How Lecture Format Impacts the Learning Experience.

    PubMed

    Varao-Sousa, Trish L; Kingstone, Alan

    2015-01-01

    The present study investigated what impact the presentation style of a classroom lecture has on memory, mind wandering, and the subjective factors of interest and motivation. We examined if having a professor lecturing live versus on video alters the learning experience of the students in the classroom. During the lectures, students were asked to report mind wandering and later complete a memory test. The lecture format was manipulated such that all the students received two lectures, one live and one a pre-recorded video. Results indicate that lecture format affected memory performance but not mind wandering, with enhanced memory in the live lectures. Additionally, students reported greater interest and motivation in the live lectures. Given that a single change to the classroom environment, professor presence, impacted memory performance, as well as motivation and interest, the present results have several key implications for technology-based integrations into higher education classrooms.

  5. Statistical modelling of subdiffusive dynamics in the cytoplasm of living cells: A FARIMA approach

    NASA Astrophysics Data System (ADS)

    Burnecki, K.; Muszkieta, M.; Sikora, G.; Weron, A.

    2012-04-01

    Golding and Cox (Phys. Rev. Lett., 96 (2006) 098102) tracked the motion of individual fluorescently labelled mRNA molecules inside live E. coli cells. They found that in the set of 23 trajectories from 3 different experiments, the automatically recognized motion is subdiffusive and published an intriguing microscopy video. Here, we extract the corresponding time series from this video by image segmentation method and present its detailed statistical analysis. We find that this trajectory was not included in the data set already studied and has different statistical properties. It is best fitted by a fractional autoregressive integrated moving average (FARIMA) process with the normal-inverse Gaussian (NIG) noise and the negative memory. In contrast to earlier studies, this shows that the fractional Brownian motion is not the best model for the dynamics documented in this video.

  6. Sex Unleashes Your Tongue: Sexual Priming Motivates Self-Disclosure to a New Acquaintance and Interest in Future Interactions.

    PubMed

    Birnbaum, Gurit E; Mizrahi, Moran; Kaplan, Ayelet; Kadosh, Danielle; Kariv, Dana; Tabib, Danielle; Ziv, Daniella; Sadeh, Lihi; Burban, Daniella

    2017-05-01

    Research has demonstrated the contribution of sexual activity to the quality of ongoing relationships. Nevertheless, less attention has been given to how activation of the sexual system affects relationship-initiation processes. Three studies used complementary methodologies to examine the effect of sexual priming on self-disclosure, a relationship-promoting behavior. In Study 1, participants were subliminally exposed to sexual stimuli (vs. neutral stimuli), and then disclosed over Instant Messenger a personal event to an opposite-sex stranger. Results showed that merely thinking about sex, even without being aware of it, encouraged self-disclosure. Study 2 replicated these findings in relatively naturalistic conditions (live face-to-face interactions following supraliminal video priming). Study 3 extended these findings, indicating that sexual priming facilitated self-disclosure, which, in turn, increased interest in future interactions with the stranger. Together, these findings suggest that activation of the sexual system encourages the use of strategies that allow people to become closer to potential partners.

  7. Astronomical Video Suites

    NASA Astrophysics Data System (ADS)

    Francisco Salgado, Jose

    2010-01-01

    Astronomer and visual artist Jose Francisco Salgado has directed two astronomical video suites to accompany live performances of classical music works. The suites feature awe-inspiring images, historical illustrations, and visualizations produced by NASA, ESA, and the Adler Planetarium. By the end of 2009, his video suites Gustav Holst's The Planets and Astronomical Pictures at an Exhibition will have been presented more than 40 times in over 10 countries. Lately Salgado, an avid photographer, has been experimenting with high dynamic range imaging, time-lapse, infrared, and fisheye photography, as well as with stereoscopic photography and video to enhance his multimedia works.

  8. Effects of Video-Feedback Interaction Training for Professional Caregivers of Children and Adults with Visual and Intellectual Disabilities

    ERIC Educational Resources Information Center

    Damen, S.; Kef, S.; Worm, M.; Janssen, M. J.; Schuengel, C.

    2011-01-01

    Background: Individuals in group homes may experience poor quality of social interaction with their professional caregivers, limiting their quality of life. The video-based Contact programme may help caregivers to improve their interaction with clients. Method: Seventy-two caregivers of 12 individuals with visual and intellectual disabilities…

  9. Back to Anatomy: Improving Landmarking Accuracy of Clinical Procedures Using a Novel Approach to Procedural Teaching.

    PubMed

    Zeller, Michelle; Cristancho, Sayra; Mangel, Joy; Goldszmidt, Mark

    2015-06-01

    Many believe that knowledge of anatomy is essential for performing clinical procedures; however, unlike their surgical counterparts, internal medicine (IM) programs rarely incorporate anatomy review into procedural teaching. This study tested the hypothesis that an educational intervention focused on teaching relevant surface and underlying anatomy would result in improved bone marrow procedure landmarking accuracy. This was a preintervention-postintervention prospective study on landmarking accuracy of consenting IM residents attending their mandatory academic half-day. The intervention included an interactive video and visualization exercise; the video was developed specifically to teach the relevant underlying anatomy and includes views of live volunteers, cadavers, and skeletons. Thirty-one IM residents participated. At pretest, 48% (15/31) of residents landmarked accurately. Inaccuracy of pretest landmarking varied widely (n = 16, mean 20.06 mm; standard deviation 30.03 mm). At posttest, 74% (23/31) of residents accurately performed the procedure. McNemar test revealed a nonsignificant trend toward increased performance at posttest (P = 0.076; unadjusted odds for discordant pairs 3; 95% confidence interval 0.97-9.3). The Wilcoxon signed rank test demonstrated a significant difference between pre- and posttest accuracy in the 16 residents who were inaccurate at pretest (P = 0.004). No association was detected between participant baseline characteristics and pretest accuracy. This study demonstrates that residents who were initially inaccurate were able to significantly improve their landmarking skills by interacting with an educational tool emphasizing the relation between the surface and underlying anatomy. Our results support the use of basic anatomy in teaching bone marrow procedures. Results also support the proper use of video as an effective means for incorporating anatomy teaching around procedural skills.

  10. Model-based video segmentation for vision-augmented interactive games

    NASA Astrophysics Data System (ADS)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  11. Brief Report: Effects of Video-Based Group Instruction on Spontaneous Social Interaction of Adolescents with Autism Spectrum Disorders.

    PubMed

    Plavnick, Joshua B; Dueñas, Ana D

    2018-06-01

    Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All participants demonstrated an increase in both social interaction skills, replicating previous research on video-based group instruction for adolescents with ASD. The results suggest the procedure may be useful for teaching social skills that occur under natural conditions.

  12. Using video-annotation software to identify interactions in group therapies for schizophrenia: assessing reliability and associations with outcomes.

    PubMed

    Orfanos, Stavros; Akther, Syeda Ferhana; Abdul-Basit, Muhammad; McCabe, Rosemarie; Priebe, Stefan

    2017-02-10

    Research has shown that interactions in group therapies for people with schizophrenia are associated with a reduction in negative symptoms. However, it is unclear which specific interactions in groups are linked with these improvements. The aims of this exploratory study were to i) develop and test the reliability of using video-annotation software to measure interactions in group therapies in schizophrenia and ii) explore the relationship between interactions in group therapies for schizophrenia with clinically relevant changes in negative symptoms. Video-annotation software was used to annotate interactions from participants selected across nine video-recorded out-patient therapy groups (N = 81). Using the Individual Group Member Interpersonal Process Scale, interactions were coded from participants who demonstrated either a clinically significant improvement (N = 9) or no change (N = 8) in negative symptoms at the end of therapy. Interactions were measured from the first and last sessions of attendance (>25 h of therapy). Inter-rater reliability between two independent raters was measured. Binary logistic regression analysis was used to explore the association between the frequency of interactive behaviors and changes in negative symptoms, assessed using the Positive and Negative Syndrome Scale. Of the 1275 statements that were annotated using ELAN, 1191 (93%) had sufficient audio and visual quality to be coded using the Individual Group Member Interpersonal Process Scale. Rater-agreement was high across all interaction categories (>95% average agreement). A higher frequency of self-initiated statements measured in the first session was associated with improvements in negative symptoms. The frequency of questions and giving advice measured in the first session of attendance was associated with improvements in negative symptoms; although this was only a trend. Video-annotation software can be used to reliably identify interactive behaviors in groups for schizophrenia. The results suggest that proactive communicative gestures, as assessed by the video-analysis, predict outcomes. Future research should use this novel method in larger and clinically different samples to explore which aspects of therapy facilitate such proactive communication early on in therapy.

  13. Interactive video gaming compared with health education in older adults with mild cognitive impairment: a feasibility study.

    PubMed

    Hughes, Tiffany F; Flatt, Jason D; Fu, Bo; Butters, Meryl A; Chang, Chung-Chou H; Ganguli, Mary

    2014-09-01

    We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment. Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial. Copyright © 2014 John Wiley & Sons, Ltd.

  14. Violent Interaction Detection in Video Based on Deep Learning

    NASA Astrophysics Data System (ADS)

    Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin

    2017-06-01

    Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.

  15. The Ethics of Sharing Plastic Surgery Videos on Social Media: Systematic Literature Review, Ethical Analysis, and Proposed Guidelines.

    PubMed

    Dorfman, Robert G; Vaca, Elbert E; Fine, Neil A; Schierle, Clark F

    2017-10-01

    Recent videos shared by plastic surgeons on social media applications such as Snapchat, Instagram, and YouTube, among others, have blurred the line between entertainment and patient care. This has left many in the plastic surgery community calling for the development of more structured oversight and guidance regarding video sharing on social media. To date, no official guidelines exist for plastic surgeons to follow. Little is known about the ethical implications of social media use by plastic surgeons, especially with regard to video sharing. A systematic review of the literature on social media use in plastic surgery was performed on October 31, 2016, with an emphasis on ethics and professionalism. An ethical analysis was conducted using the four principles of medical ethics. The initial search yielded 87 articles. Thirty-four articles were included for analyses that were found to be relevant to the use of social media in plastic surgery. No peer-reviewed articles were found that mentioned Snapchat or addressed the ethical implications of sharing live videos of plastic surgery on social media. Using the four principles of medical ethics, it was determined that significant ethical concerns exist with broadcasting these videos. This analysis fills an important gap in the plastic surgery literature by addressing the ethical issues concerning live surgery broadcasts on social media. Plastic surgeons may use the guidelines proposed here to avoid potential pitfalls.

  16. Examining the Advantage of a Live Instructor vs. Video in a Laboratory Study

    ERIC Educational Resources Information Center

    Caldwell-Harris, Catherine; Goodwin, Kimberly S.; Chu, Emma; Dahlen, Kristina

    2014-01-01

    Learners often anecdotally report preferring live instructors to videotaped lectures, but few controlled comparisons exist, and none have been conducted for foreign language learning. College students experienced a single foreign language lesson in an unknown foreign language, Samoan, either from a live instructor or from a videotape of the same…

  17. Association between neighborhood socioeconomic status and screen time among pre-school children: a cross-sectional study

    PubMed Central

    2010-01-01

    Background Sedentary behavior is considered a separate construct from physical activity and engaging in sedentary behaviors results in health effects independent of physical activity levels. A major source of sedentary behavior in children is time spent viewing TV or movies, playing video games, and using computers. To date no study has examined the impact of neighborhood socioeconomic status (SES) on pre-school children's screen time behavior. Methods Proxy reports of weekday and weekend screen time (TV/movies, video games, and computer use) were completed by 1633 parents on their 4-5 year-old children in Edmonton, Alberta between November, 2005 and August, 2007. Postal codes were used to classified neighborhoods into low, medium or high SES. Multiple linear and logistic regression models were conducted to examine relationships between screen time and neighborhood SES. Results Girls living in low SES neighborhoods engaged in significantly more weekly overall screen time and TV/movie minutes compared to girls living in high SES neighborhoods. The same relationship was not observed in boys. Children living in low SES neighborhoods were significantly more likely to be video game users and less likely to be computer users compared to children living in high SES neighborhoods. Also, children living in medium SES neighborhoods were significantly less likely to be computer users compared to children living in high SES neighborhoods. Conclusions Some consideration should be given to providing alternative activity opportunities for children, especially girls who live in lower SES neighborhoods. Also, future research should continue to investigate the independent effects of neighborhood SES on screen time as well as the potential mediating variables for this relationship. PMID:20573262

  18. Experiences of Serveis de Cultura Popular in the Field of Co-Production and Exchange.

    ERIC Educational Resources Information Center

    Tuni, Lluis

    1992-01-01

    Describes efforts of Serveis de Cultura Popular, a nonprofit foundation in Barcelona (Spain), in the coproduction of educational videos. Highlights include contests that awarded prizes for completed videos, video scripts, or ideas for videos; coproduction with educational television; coproduction of an interactive videodisc; and international…

  19. Construction of a VISUAL (VIdeo-SUpported Active Learning) Resource.

    ERIC Educational Resources Information Center

    Nicolson, Roderick I.; And Others

    1994-01-01

    Discussion of interactive video for educational purposes focuses on the development of a video-supported active learning (VISUAL) resource on voice disorders that used digitized video and an Apple Macintosh computer. User evaluations are reported, and potential applications for VISUAL resources are suggested. (Contains five references.) (LRW)

  20. The susceptibility of young preschoolers to source similarity effects: confusing story or video events with reality.

    PubMed

    Thierry, Karen L; Pipe, Margaret-Ellen

    2009-04-01

    This study examined children's tendency to confuse events that varied in source similarity, which was manipulated using different media of event presentation. In Experiment 1, children in two age groups (3- and 4-year-olds and 5- and 6-year-olds) experienced a live presentation of an event, and another event was either heard from a story (low similarity group) or seen on a video (high similarity group). Immediately afterward, the children were asked to monitor the source of the events. The children in the low similarity group produced higher source discrimination scores than did the children in the high similarity group. Overall, the older children were better at source monitoring than were the younger children. In Experiment 2, the procedure was replicated except that the children's source monitoring was tested after a 4-day delay. When attributing the source of the story or video events, both 3- and 4-year-olds and 5- and 6-year-olds in the low similarity group produced more accurate story or video attributions than did their age mates in the high similarity group. However, when attributing the source of the live events, only the 3- and 4-year-olds evidenced this effect of source similarity. The 5- and 6-year-olds in both the low and high similarity groups performed at ceiling levels for live discriminations.

  1. Using video-based observation research methods in primary care health encounters to evaluate complex interactions

    PubMed Central

    Asan, Onur; Montague, Enid

    2015-01-01

    Objective The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. Methods We reviewed studies in the literature which used video methods in health care research and, we also used our own experience based on the video studies we conducted in primary care settings. Results This paper highlighted the benefits of using video techniques such as multi-channel recording and video coding and compared “unmanned” video recording with the traditional observation method in primary care research. We proposed a list, which can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles researchers should anticipate when using video recording methods in future studies. Conclusion With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilized as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches. PMID:25479346

  2. Speaker gaze increases information coupling between infant and adult brains.

    PubMed

    Leong, Victoria; Byrne, Elizabeth; Clackson, Kaili; Georgieva, Stanimira; Lam, Sarah; Wass, Sam

    2017-12-12

    When infants and adults communicate, they exchange social signals of availability and communicative intention such as eye gaze. Previous research indicates that when communication is successful, close temporal dependencies arise between adult speakers' and listeners' neural activity. However, it is not known whether similar neural contingencies exist within adult-infant dyads. Here, we used dual-electroencephalography to assess whether direct gaze increases neural coupling between adults and infants during screen-based and live interactions. In experiment 1 ( n = 17), infants viewed videos of an adult who was singing nursery rhymes with ( i ) direct gaze (looking forward), ( ii ) indirect gaze (head and eyes averted by 20°), or ( iii ) direct-oblique gaze (head averted but eyes orientated forward). In experiment 2 ( n = 19), infants viewed the same adult in a live context, singing with direct or indirect gaze. Gaze-related changes in adult-infant neural network connectivity were measured using partial directed coherence. Across both experiments, the adult had a significant (Granger) causal influence on infants' neural activity, which was stronger during direct and direct-oblique gaze relative to indirect gaze. During live interactions, infants also influenced the adult more during direct than indirect gaze. Further, infants vocalized more frequently during live direct gaze, and individual infants who vocalized longer also elicited stronger synchronization from the adult. These results demonstrate that direct gaze strengthens bidirectional adult-infant neural connectivity during communication. Thus, ostensive social signals could act to bring brains into mutual temporal alignment, creating a joint-networked state that is structured to facilitate information transfer during early communication and learning. Copyright © 2017 the Author(s). Published by PNAS.

  3. Speaker gaze increases information coupling between infant and adult brains

    PubMed Central

    Leong, Victoria; Byrne, Elizabeth; Clackson, Kaili; Georgieva, Stanimira; Lam, Sarah

    2017-01-01

    When infants and adults communicate, they exchange social signals of availability and communicative intention such as eye gaze. Previous research indicates that when communication is successful, close temporal dependencies arise between adult speakers’ and listeners’ neural activity. However, it is not known whether similar neural contingencies exist within adult–infant dyads. Here, we used dual-electroencephalography to assess whether direct gaze increases neural coupling between adults and infants during screen-based and live interactions. In experiment 1 (n = 17), infants viewed videos of an adult who was singing nursery rhymes with (i) direct gaze (looking forward), (ii) indirect gaze (head and eyes averted by 20°), or (iii) direct-oblique gaze (head averted but eyes orientated forward). In experiment 2 (n = 19), infants viewed the same adult in a live context, singing with direct or indirect gaze. Gaze-related changes in adult–infant neural network connectivity were measured using partial directed coherence. Across both experiments, the adult had a significant (Granger) causal influence on infants’ neural activity, which was stronger during direct and direct-oblique gaze relative to indirect gaze. During live interactions, infants also influenced the adult more during direct than indirect gaze. Further, infants vocalized more frequently during live direct gaze, and individual infants who vocalized longer also elicited stronger synchronization from the adult. These results demonstrate that direct gaze strengthens bidirectional adult–infant neural connectivity during communication. Thus, ostensive social signals could act to bring brains into mutual temporal alignment, creating a joint-networked state that is structured to facilitate information transfer during early communication and learning. PMID:29183980

  4. Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena

    NASA Astrophysics Data System (ADS)

    Corredor, Javier; Gaydos, Matthew; Squire, Kurt

    2014-06-01

    This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.

  5. Synchronous Symmetrical Support: A Naturalistic Study of Live Online Peer-to-Peer Learning via Software Videoconferencing

    ERIC Educational Resources Information Center

    Scott, Peter; Castaneda, Linda; Quick, Kevin; Linney, Jon

    2009-01-01

    This paper reports on a naturalistic study of peer-to-peer learning, in a live, online video meeting context. Over a six-month period a group of international students of animation attended 99 live, online "study group" events amounting to around 120 hours of live "broadcast meeting time". Some meetings were very large, with up to 34 participants,…

  6. Introducing video recording in primary care midwifery for research purposes: procedure, dataset, and use.

    PubMed

    Spelten, Evelien R; Martin, Linda; Gitsels, Janneke T; Pereboom, Monique T R; Hutton, Eileen K; van Dulmen, Sandra

    2015-01-01

    video recording studies have been found to be complex; however very few studies describe the actual introduction and enrolment of the study, the resulting dataset and its interpretation. In this paper we describe the introduction and the use of video recordings of health care provider (HCP)-client interactions in primary care midwifery for research purposes. We also report on the process of data management, data coding and the resulting data set. we describe our experience in undertaking a study using video recording to assess the interaction of the midwife and her client in the first antenatal consultation, in a real life clinical practice setting in the Netherlands. Midwives from six practices across the Netherlands were recruited to videotape 15-20 intakes. The introduction, complexity of the study and intrusiveness of the study were discussed within the research group. The number of valid recordings and missing recordings was measured; reasons not to participate, non-response analyses, and the inter-rater reliability of the coded videotapes were assessed. Video recordings were supplemented by questionnaires for midwives and clients. The Roter Interaction Analysis System (RIAS) was used for coding as well as an obstetric topics scale. at the introduction of the study, more initial hesitation in co-operation was found among the midwives than among their clients. The intrusive nature of the recording on the interaction was perceived to be minimal. The complex nature of the study affected recruitment and data collection. Combining the dataset with the questionnaires and medical records proved to be a challenge. The final dataset included videotapes of 20 midwives (7-23 recordings per midwife). Of the 460 eligible clients, 324 gave informed consent. The study resulted in a significant dataset of first antenatal consultations involving recording 269 clients and 194 partners. video recording of midwife-client interaction was both feasible and challenging and resulted in a unique dataset of recordings of midwife-client interaction. Video recording studies will benefit from a tight design, and vigilant monitoring during the data collection to ensure effective data collection. We provide suggestions to promote successful introduction of video recording for research purposes. Copyright © 2014 Elsevier Ltd. All rights reserved.

  7. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    NASA Astrophysics Data System (ADS)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  8. Educational Instruction via Interactive Video Network.

    ERIC Educational Resources Information Center

    Swan, Michael K.; Brehmer, Jeffery

    Perceptions of secondary educators were examined regarding delivery of educational programs via interactive video networks (IVN). The population included all agricultural education instructors, principals, and superintendents employed in public secondary schools having an agricultural education program during the 1990-91 school year in a…

  9. Basic Communication Course Annual. Volume 6.

    ERIC Educational Resources Information Center

    Newburger, Craig, Ed.

    This volume of an annual collection presents 14 essays relating to instruction in the basic communication course. Essays in the collection are "Using Interactive Video Instruction to Enhance Public Speaking Instruction" (Michael W. Cronin and William R. Kennan); "Interactive Video Instruction for Teaching Organizational Techniques…

  10. It Is the Family Context That Matters: Concurrent and Predictive Effects of Aspects of Parent-Child Interaction on Video Gaming-Related Problems.

    PubMed

    Li, Angel Yee-Lam; Lo, Barbara Chuen-Yee; Cheng, Cecilia

    2018-06-01

    Studies have shown that children frequently experiencing poor parent-child interaction are prone to video gaming-related problems, but it is unclear which specific aspects of such an interaction play a predictive role in the problems. To extend previous research that relies primarily on the self-report method to assess parent-child interaction, we conducted a longitudinal, mixed-methods study. In a laboratory setting, three major aspects of interaction (i.e., affectivity, cohesiveness, and parental behavior) were observed in 241 parent-child dyads (Children: 43 percent female, age range = 8-15, M age  = 12.09, SD age  = 1.41; Parents: 78 percent female, age range = 27-63, M age  = 44.44, SD age  = 6.09). In addition, both parent and children participants completed questionnaires that measured children's symptoms of Internet gaming disorder (IGD) and exposure to violent video games at baseline (Time 1) and 12 months later (Time 2). The results revealed that at Time 1, positive affectivity and cohesiveness were inversely associated with child-report symptoms of IGD. Also, Time 1 coerciveness (i.e., control dimension of parental behavior) was positively associated with Time 1 child-report exposure to violent video games and Time 2 child-report symptoms of IGD, respectively. Apart from main effects, the results also showed that Time 1 negative affectivity moderated the protective effects of Time 1 positive affectivity on Time 1 parent-report and Time 2 child-report exposure to violent video games, respectively. Overall, this study identifies various key aspects of parent-child interaction that may serve as concurrent or temporal predictors of video gaming-related issues.

  11. Effects of video-feedback intervention on harmonious parent-child interaction and sensitive discipline of parents with intellectual disabilities: A randomized controlled trial.

    PubMed

    Hodes, M W; Meppelder, M; de Moor, M; Kef, S; Schuengel, C

    2018-03-01

    This study tested whether video-feedback intervention based on attachment and coercion theory increased harmonious parent-child interaction and sensitive discipline of parents with mild intellectual disabilities or borderline intellectual functioning. Observer ratings of video-recorded structured interaction tasks at home formed pretest, post-test, and 3-month follow-up outcome data in a randomized controlled trial with 85 families. Repeated measures analyses of variance and covariance were conducted to test for the intervention effect and possible moderation by IQ and adaptive functioning. The intervention effect on harmonious parent-child interaction was conditional on parental social adaptive behaviour at pretest, with lower adaptive functioning associated with stronger intervention benefit at post-test and follow-up compared to care as usual. Intervention effects were not conditional on parental IQ. Intervention effects for sensitive discipline were not found. Although the video-feedback intervention did not affect observed parenting for the average parent, it may benefit interaction between children and parents with lower parental adaptive functioning. © 2017 John Wiley & Sons Ltd.

  12. Ligand affinity of the 67-kD elastin/laminin binding protein is modulated by the protein's lectin domain: visualization of elastin/laminin-receptor complexes with gold-tagged ligands

    PubMed Central

    1991-01-01

    Video-enhanced microscopy was used to examine the interaction of elastin- or laminin-coated gold particles with elastin binding proteins on the surface of live cells. By visualizing the binding events in real time, it was possible to determine the specificity and avidity of ligand binding as well as to analyze the motion of the receptor-ligand complex in the plane of the plasma membrane. Although it was difficult to interpret the rates of binding and release rigorously because of the possibility for multiple interactions between particles and the cell surface, relative changes in binding have revealed important aspects of the regulation of affinity of ligand-receptor interaction in situ. Both elastin and laminin were found to compete for binding to the cell surface and lactose dramatically decreased the affinity of the receptor(s) for both elastin and laminin. These findings were supported by in vitro studies of the detergent-solubilized receptor. Further, immobilization of the ligand-receptor complexes through binding to the cytoskeleton dramatically decreased the ability of bound particles to leave the receptor. The changes in the kinetics of ligand-coated gold binding to living cells suggest that both laminin and elastin binding is inhibited by lactose and that attachment of receptor to the cytoskeleton increases its affinity for the ligand. PMID:1848864

  13. Delivering Instruction via Streaming Media: A Higher Education Perspective.

    ERIC Educational Resources Information Center

    Mortensen, Mark; Schlieve, Paul; Young, Jon

    2000-01-01

    Describes streaming media, an audio/video presentation that is delivered across a network so that it is viewed while being downloaded onto the user's computer, including a continuous stream of video that can be pre-recorded or live. Discusses its use for nontraditional students in higher education and reports on implementation experiences. (LRW)

  14. Video-Sharing Website Writing as Identity Performance: Heuristic Inquiry into Experiencing Personally Meaningful Music

    ERIC Educational Resources Information Center

    Nicholes, Justin

    2016-01-01

    Enacting heuristic phenomenological inquiry, this article explores the experience of watching a video of a live show of what was personally meaningful music for the researcher. In this study, personally meaningful music, defined as music integral to adolescent identity construction, was sung by and conveyed through the online "discoursal…

  15. Video in English for Specific Purposes.

    ERIC Educational Resources Information Center

    Hristova, Rozinka

    For an English for Specific Purposes (ESP) course to be efficient, the learner and his/her communicative needs should be central in deciding course content and activities. Video can be highly motivating by presenting live instances of communication in the target environment. It is a valuable medium for intensive analysis of visual and nonverbal…

  16. "Primärerfahrung" with Living Animals in Contrast to Educational Videos: A Comparative Intervention Study

    ERIC Educational Resources Information Center

    Klingenberg, Konstantin

    2014-01-01

    "Primärerfahrung" (PE) describes direct contact with learning objects; in biological education with plants or animals in particular. Visualising these objects using videos, books, etc, can be classified as "Sekundärerfahrung" (SE) because the information is not presented in the "original" way. In this intervention…

  17. Using Civilization IV to Engage Students in World History Content

    ERIC Educational Resources Information Center

    Pagnotti, John; Russell, William B., III

    2012-01-01

    How can teachers utilize video games in the classroom, harnessing a technology that is gaining "market share" in the lives of our students? This article will provide classroom teachers with a research-based rationale for using video games along with a viable, classroom-tested lesson to teach social studies content using a widely…

  18. 77 FR 64514 - Sunshine Act Meeting; Open Commission Meeting; Wednesday, October 17, 2012

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-22

    .../Video coverage of the meeting will be broadcast live with open captioning over the Internet from the FCC... format and alternative media, including large print/ type; digital disk; and audio and video tape. Best.... 2012-26060 Filed 10-18-12; 4:15 pm] BILLING CODE 6712-01-P ...

  19. 78 FR 64290 - Intermountain Power Agency v. Union Pacific Railroad Company-Oral Argument

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-10-28

    ... argument. A video broadcast of the oral argument will be available via the Board's Web site at http://www.stb.dot.gov , under ``Information Center''/``Webcast''/``Live Video'' on the home page. Instructions... room, but no provision will be made for connecting personal computers to the Internet. Cellular...

  20. Predictors of Diagnosis of Child Psychiatric Disorder in Adult-Infant Social-Communicative Interaction at 12 Months

    ERIC Educational Resources Information Center

    Marwick, H.; Doolin, O.; Allely, C. S.; McConnachie, A.; Johnson, P.; Puckering, C.; Golding, J.; Gillberg, C.; Wilson, P.

    2013-01-01

    To establish which social interactive behaviours predict later psychiatric diagnosis, we examined 180 videos of a parent-infant interaction when children were aged one year, from within the Avon Longitudinal Study of Parents and Children (ALSPAC) cohort. Sixty of the videos involved infants who were later diagnosed with a psychiatric disorder at…

  1. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  2. The Use of Individualized Video Modeling to Enhance Positive Peer Interactions in Three Preschool Children

    ERIC Educational Resources Information Center

    Green, Vanessa A.; Prior, Tessa; Smart, Emily; Boelema, Tanya; Drysdale, Heather; Harcourt, Susan; Roche, Laura; Waddington, Hannah

    2017-01-01

    The study described in this article sought to enhance the social interaction skills of 3 preschool children using video modeling. All children had been assessed as having difficulties in their interactions with peers. Two were above average on internalizing problems and the third was above average on externalizing problems. The study used a…

  3. Carers' interactions with patients suffering from severe dementia: a difficult balance to facilitate mutual togetherness.

    PubMed

    Hansebo, Görel; Kihlgren, Mona

    2002-03-01

    1. A phenomenological-hermeneutic approach was used to illuminate carers' video-recorded interactions in connection with supervision for individualized nursing care. 2. In order to disclose any changes in the carers' interactions with patients suffering from severe dementia the video recordings were conducted before, during and after the intervention. 3. The content of the videos was transcribed as a text, mainly verbal communication. Due to the rich data the videos and text were kept together as a whole in every step of the analysis. 4. After an initial naïve understanding, different subthemes emerged in the structural analyses: promoting competence, struggling for co-operation, deep communication for communion, showing respect for the unique person, skills in balancing power, distance in a negative point of view, and fragmentary nursing situations. 5. The overall theme was 'Carers' balancing in their interactions, verbal as well as non-verbal, to promote a sense of mutual togetherness with the patient'. 6. The supervision intervention contributed to an improvement in carers' skills in balancing in their interactions. In the caring process carers' and patients' shared experiences and, due to patients' disabilities, interactions depended mainly on carers' qualities and capabilities for this confirming nursing care.

  4. Interactive Video: Meeting the Ford Challenge.

    ERIC Educational Resources Information Center

    Copeland, Peter

    Many companies using Statistical Process Control (SPC) in their manufacturing processes have found that, despite the training difficulties presented by the technique, the rewards of successful SPC include increased productivity, quality, and market leadership. The Ford Motor Company has developed its SPC training with interactive video, which…

  5. Interactive Video.

    ERIC Educational Resources Information Center

    Boyce, Carol

    1992-01-01

    A workshop on interactive video was designed for fourth and fifth grade students, with the goals of familiarizing students with laser disc technology, developing a cadre of trained students to train other students and staff, and challenging able learners to utilize higher level thinking skills while conducting a research project. (JDD)

  6. Attitudinal effects of degrading themes and sexual explicitness in video materials.

    PubMed

    Golde, J A; Strassberg, D S; Turner, C M; Lowe, K

    2000-07-01

    This study examined the independent and interactive effects of sexual explicitness and degrading themes toward women on mens' attitudes following exposure to video presentations of male-female interactions. Subjects were 83 male college students who viewed video vignettes under one of four stimulus conditions: (a) sexually explicit/degrading, (b) sexually explicit/nondegrading, (c) nonexplicit/degrading, and (d) nonexplicit/nondegrading. Results revealed that men exposed to degrading material, regardless of explicitness, were significantly more likely to express attitudes supportive of rape, while explicitness had no significant main or interactive effect on these attitudes. Further, the interaction of explicitness with degradation was found to impact scores on a measure of sexual callousness. Theoretical and clinical implications of these findings are discussed.

  7. DanceChemistry: Helping Students Visualize Chemistry Concepts through Dance Videos

    ERIC Educational Resources Information Center

    Tay, Gidget C.; Edwards, Kimberly D.

    2015-01-01

    A visual aid teaching tool, the DanceChemistry video series, has been developed to teach fundamental chemistry concepts through dance. These educational videos portray chemical interactions at the molecular level using dancers to represent chemical species. Students reported that the DanceChemistry videos helped them visualize chemistry ideas in a…

  8. The assessment of online heath videos for surgery in Crohn's Disease.

    PubMed

    Marshall, J H; Baker, D M; Lee, M J; Jones, G L; Lobo, A J; Brown, S R

    2018-02-10

    YouTube ™ is an open-access, non-peer reviewed video-hosting site and is used as a source of publicly available healthcare information. This study aimed to assess the thematic content of the most viewed videos relating to surgery and Crohn's Disease and to explore the viewer interactions to these videos. A search of YouTube ™ was carried out using one search string. The 50 most viewed videos were identified and categorised by source, content themes and assessed for viewer interactions. Video comments were used to describe the usefulness of the video content to viewers. The majority of videos were uploaded by patients (n=21).The remainder were uploaded by individual health care professionals (n=9), hospital/speciality associations (n=18) and industry (n=2). The median number of likes for patient videos was significantly higher than hospital/speciality association videos (p=<0.001). Patient videos received more comments praising the video content(n=27), and more comments asking for further information (n=14). The median number of likes for 'experience of surgery' (p=<0.001) and 'experience ofdisease' (p=0.0015) themed videos, were significantly higher than 'disease management' themed videos. Crohn's disease patients use YouTube ™ as a surgical information source. The content of patient sourced videos focused on surgical and disease experience, suggesting these themes are important to patients.Current patient developed videos provide limited information, as reflected by viewers requesting further information. Storytelling patient-centred videos combined with clinical evidence may be a good model for future videos. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  9. Learning dictionaries of sparse codes of 3D movements of body joints for real-time human activity understanding.

    PubMed

    Qi, Jin; Yang, Zhiyong

    2014-01-01

    Real-time human activity recognition is essential for human-robot interactions for assisted healthy independent living. Most previous work in this area is performed on traditional two-dimensional (2D) videos and both global and local methods have been used. Since 2D videos are sensitive to changes of lighting condition, view angle, and scale, researchers begun to explore applications of 3D information in human activity understanding in recently years. Unfortunately, features that work well on 2D videos usually don't perform well on 3D videos and there is no consensus on what 3D features should be used. Here we propose a model of human activity recognition based on 3D movements of body joints. Our method has three steps, learning dictionaries of sparse codes of 3D movements of joints, sparse coding, and classification. In the first step, space-time volumes of 3D movements of body joints are obtained via dense sampling and independent component analysis is then performed to construct a dictionary of sparse codes for each activity. In the second step, the space-time volumes are projected to the dictionaries and a set of sparse histograms of the projection coefficients are constructed as feature representations of the activities. Finally, the sparse histograms are used as inputs to a support vector machine to recognize human activities. We tested this model on three databases of human activities and found that it outperforms the state-of-the-art algorithms. Thus, this model can be used for real-time human activity recognition in many applications.

  10. Particle detection, number estimation, and feature measurement in gene transfer studies: optical fractionator stereology integrated with digital image processing and analysis.

    PubMed

    King, Michael A; Scotty, Nicole; Klein, Ronald L; Meyer, Edwin M

    2002-10-01

    Assessing the efficacy of in vivo gene transfer often requires a quantitative determination of the number, size, shape, or histological visualization characteristics of biological objects. The optical fractionator has become a choice stereological method for estimating the number of objects, such as neurons, in a structure, such as a brain subregion. Digital image processing and analytic methods can increase detection sensitivity and quantify structural and/or spectral features located in histological specimens. We describe a hardware and software system that we have developed for conducting the optical fractionator process. A microscope equipped with a video camera and motorized stage and focus controls is interfaced with a desktop computer. The computer contains a combination live video/computer graphics adapter with a video frame grabber and controls the stage, focus, and video via a commercial imaging software package. Specialized macro programs have been constructed with this software to execute command sequences requisite to the optical fractionator method: defining regions of interest, positioning specimens in a systematic uniform random manner, and stepping through known volumes of tissue for interactive object identification (optical dissectors). The system affords the flexibility to work with count regions that exceed the microscope image field size at low magnifications and to adjust the parameters of the fractionator sampling to best match the demands of particular specimens and object types. Digital image processing can be used to facilitate object detection and identification, and objects that meet criteria for counting can be analyzed for a variety of morphometric and optical properties. Copyright 2002 Elsevier Science (USA)

  11. Blind prediction of natural video quality.

    PubMed

    Saad, Michele A; Bovik, Alan C; Charrier, Christophe

    2014-03-01

    We propose a blind (no reference or NR) video quality evaluation model that is nondistortion specific. The approach relies on a spatio-temporal model of video scenes in the discrete cosine transform domain, and on a model that characterizes the type of motion occurring in the scenes, to predict video quality. We use the models to define video statistics and perceptual features that are the basis of a video quality assessment (VQA) algorithm that does not require the presence of a pristine video to compare against in order to predict a perceptual quality score. The contributions of this paper are threefold. 1) We propose a spatio-temporal natural scene statistics (NSS) model for videos. 2) We propose a motion model that quantifies motion coherency in video scenes. 3) We show that the proposed NSS and motion coherency models are appropriate for quality assessment of videos, and we utilize them to design a blind VQA algorithm that correlates highly with human judgments of quality. The proposed algorithm, called video BLIINDS, is tested on the LIVE VQA database and on the EPFL-PoliMi video database and shown to perform close to the level of top performing reduced and full reference VQA algorithms.

  12. Advance directives for future dementia can be modified by a brief video presentation on dementia care: An experimental study.

    PubMed

    Volhard, Theresia; Jessen, Frank; Kleineidam, Luca; Wolfsgruber, Steffen; Lanzerath, Dirk; Wagner, Michael; Maier, Wolfgang

    2018-01-01

    To investigate whether life-sustaining measures in medical emergency situations are less accepted for an anticipated own future of living with dementia, and to test whether a resource-oriented, in contrast to a deficit-oriented video about the same demented person, would increase the acceptance of such life-saving measures. Experimental study conducted between September 2012 and February 2013. Community dwelling female volunteers living in the region of Bonn, Germany. 278 women aged 19 to 89 (mean age 53.4 years). Presentation of a video on dementia care focusing either on the deficits of a demented woman (negative framing), or focusing on the remaining resources (positive framing) of the same patient. Approval of life-sustaining treatments in five critical medical scenarios under the assumption of having comorbid dementia, before and after the presentation of the brief videos on care. At baseline, the acceptance of life-sustaining measures in critical medical situations was significantly lower in subjects anticipating their own future life with dementia. Participants watching the resource-oriented film on living with dementia had significantly higher post-film acceptance rates compared to those watching the deficit-oriented negatively framed film. This effect particularly emerges if brief and efficient life-saving interventions with a high likelihood of physical recovery are available (eg, antibiotic treatment for pneumonia). Anticipated decisions regarding life-sustaining measures are negatively influenced by the subjective imagination of living with dementia, which might be shaped by common, unquestioned stereotypes. This bias can be reduced by providing audio-visual information on living with dementia which is not only centred around cognitive and functional losses but also focuses on remaining resources and the apparent quality of life. This is particularly true if the medical threat can be treated efficiently. These findings have implications for the practice of formulating, revising, and supporting advance directives.

  13. Wildlife on the Nevada National Security Site

    USGS Publications Warehouse

    Longshore, Kathleen M.; Wessells, Stephen M.

    2017-09-05

    Mountain lions, desert bighorn sheep, mule deer, and a variety of other wildlife live on and pass through the Nevada National Security Site each day. It is a highly restricted area that is free of hunting and has surprisingly pristine areas. This 22-minute program highlights an extraordinary study on how mountain lions interact with their prey. It shows how the scientists use helicopters and classical lion tracking to check on these animals' health, follow their movements, and fit them with GPS collars. Results from this work provide impressive insight into how these animals survive. The video is also available at the following YouTube link: Wildlife on the Nevada National Security Site.

  14. E-learning in a virtual science camp for urban youth

    PubMed Central

    Holden, Lynne; Morrison, Andrew; Berger, Wallace; Siegel, Elliot

    2014-01-01

    The Virtual Science Camp (VSC) is a unique demonstration of synchronous e-learning developed by Mentoring in Medicine (MIM). This paper reports on a pilot offering during the summer of 2012 that taught advanced biological concepts, healthy living and health care career opportunities to medically underserved urban youth. Livestream’s interactive video technology was used to engage a diverse audience of mostly high school students at remote sites in a new two week instructional program that provided custom course content free of charge over the internet. We describe the technical and program preparations undertaken, their implementation, the IT environment, a multi-faceted evaluation plan, the results of the experiment, and lessons learned. PMID:24733956

  15. Video Teleconferencing in the Compounding Laboratory Component of a Dual-Campus Doctor of Pharmacy Program

    PubMed Central

    Shrewsbury, Robert P.

    2011-01-01

    Objectives. To design, implement, and assess the effectiveness of using a live video teleconferencing system to connect the main campus and a satellite campus during laboratory compounding exercises in a doctor of pharmacy (PharmD) program. Design. A new laboratory facility with identical equipment and supplies to the main campus was built at the satellite campus and teleconferencing equipment was set up. Students on both campuses prepared 20 compounded formulations over a 5-course pharmaceutical care laboratory sequence. Live video teleconferencing was used for students to ask questions and for the lead faculty instructor to observe the students’ technique. Faculty and staff members and teaching assistants facilitated the laboratory sessions on both campuses. Assessment. The performance of students on assayed products at the main campus was compared with that of students at the satellite campus to ensure program integrity with the compounding laboratory component. The use of video teleconferencing for teaching compounding was successful and no difference in overall student pass rates was seen. The few observed differences in student performance between the 2 campuses were believed to be a result of variations in instructor communication with distant students. Conclusion. Video teleconferencing can be used successfully to deliver curriculum in laboratory compounding to pharmacy students. PMID:22171109

  16. Using 21st Century Video Prompting Technology to Facilitate the Independence of Individuals with Intellectual and Developmental Disabilities

    ERIC Educational Resources Information Center

    Cullen, Jennifer M.; Simmons-Reed, Evette A.; Weaver, Lindy

    2017-01-01

    Barriers in acquiring, maintaining, and generalizing daily living skills are factors that contribute to discrepancies in independent living outcomes among transition age youth and young adults with intellectual and developmental disabilities (IDD). Acquisition and generalization of daily living skills empowers transition age youth and young adults…

  17. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hagen Schempf; Daphne D'Zurko

    Under funding from the Department of Energy (DOE) and the Northeast Gas Association (NGA), Carnegie Mellon University (CMU) developed an untethered, wireless remote controlled inspection robot dubbed Explorer. The project entailed the design and prototyping of a wireless self-powered video-inspection robot capable of accessing live 6- and 8-inch diameter cast-iron and steel mains, while traversing turns and Ts and elbows under real-time control with live video feedback to an operator. The design is that of a segmented actively articulated and wheel-leg powered robot design, with fisheye imaging capability and self-powered battery storage and wireless real-time communication link. The prototype wasmore » functionally tested in an above ground pipe-network, in order to debug all mechanical, electrical and software subsystems, and develop the necessary deployment and retrieval, as well as obstacle-handling scripts. A pressurized natural gas test-section was used to certify it for operation in natural gas at up to 60 psig. Two subsequent live-main field-trials in both cast-iron and steel pipe, demonstrated its ability to be safely launched, operated and retrieved under real-world conditions. The system's ability to safely and repeatably exidrecover from angled and vertical launchers, traverse multi-thousand foot long pipe-sections, make T and varied-angle elbow-turns while wirelessly sending live video and handling command and control messages, was clearly demonstrated. Video-inspection was clearly shown to be a viable tool to understand the state of this critical buried infrastructure, irrespective of low- (cast-iron) or high-pressure (steel) conditions. This report covers the different aspects of specifications, requirements, design, prototyping, integration and testing and field-trialing of the Explorer platform.« less

  18. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study

    PubMed Central

    Szycik, Gregor R.; Mohammadi, Bahram; Münte, Thomas F.; te Wildt, Bert T.

    2017-01-01

    The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained. While the typical pattern of activations for empathy and theory of mind networks was seen, both groups showed no differences in brain responses. We interpret our results as evidence against the desensitization hypothesis and suggest that the impact of violent media on emotional processing may be rather acute and short-lived. PMID:28337156

  19. Using Technology to Meet the Challenges of Medical Education

    PubMed Central

    Guze, Phyllis A.

    2015-01-01

    Medical education is rapidly changing, influenced by many factors including the changing health care environment, the changing role of the physician, altered societal expectations, rapidly changing medical science, and the diversity of pedagogical techniques. Changes in societal expectations put patient safety in the forefront, and raises the ethical issues of learning interactions and procedures on live patients, with the long-standing teaching method of “see one, do one, teach one” no longer acceptable. The educational goals of using technology in medical education include facilitating basic knowledge acquisition, improving decision making, enhancement of perceptual variation, improving skill coordination, practicing for rare or critical events, learning team training, and improving psychomotor skills. Different technologies can address these goals. Technologies such as podcasts and videos with flipped classrooms, mobile devices with apps, video games, simulations (part-time trainers, integrated simulators, virtual reality), and wearable devices (google glass) are some of the techniques available to address the changing educational environment. This article presents how the use of technologies can provide the infrastructure and basis for addressing many of the challenges in providing medical education for the future. PMID:26330687

  20. Teaching health assessment in the virtual classroom.

    PubMed

    Lashley, Mary

    2005-08-01

    Health assessment skills are vital to professional nursing practice. Health assessment has traditionally been taught using lecture, teacher-developed tests, practice and live demonstration, and interactive and computer-based learning materials. Rapid advances in information technology during the past decade have greatly expanded distance learning options in higher education. Although much nursing education now uses the Internet, there has been limited use of the Web to teach psychomotor and clinical skills. This article describes how online instruction can be integrated into a health assessment course to teach physical examination skills. The development of instructional videos that can be digitally streamed onto the Web for ready and repeated access can also enhance online learning of technical and clinical skills. Student evaluation of this Web-enhanced course revealed that online assignments enabled them to pace their learning, thereby promoting greater flexibility and independence. Students were able to master the technical skills of working online with minimal difficulty and reported that working online was no more stressful than attending class. The most helpful aspect of the online course was the instructor-developed video that was digitally streamed online.

  1. Captivating Broad Audiences with an Internet-connected Ocean

    NASA Astrophysics Data System (ADS)

    Moran, K.; Elliott, L.; Gervais, F.; Juniper, K.; Owens, D.; Pirenne, B.

    2012-12-01

    NEPTUNE Canada, a network of Ocean Networks Canada and the first deep water cabled ocean observatory, began operations in December 2009. Located offshore Canada's west coast, the network streams data from passive, active, and interactive sensors positioned at five nodes along its 800 km long looped cable to the Internet. This technically advanced system includes a sophisticated data management and archiving system, which enables the collection of real-time physical, chemical, geological, and biological oceanographic data, including video, at resolutions relevant for furthering our understanding of the dynamics of the earth-ocean system. Scientists in Canada and around the world comprise the primary audience for these data, but NEPTUNE Canada is also serving these data to broader audiences including K-16 students and teachers, informal educators, citizen scientists, the press, and the public. Here we present our engagement tools, approaches, and experiences including electronic books, personal phone apps, Internet-served video, social media, mini-observatory systems, print media, live broadcasting from sea, and a citizen scientist portal.NEPTUNE Canada's ibook available on Apple's iBook store.

  2. Using Technology to Meet the Challenges of Medical Education.

    PubMed

    Guze, Phyllis A

    2015-01-01

    Medical education is rapidly changing, influenced by many factors including the changing health care environment, the changing role of the physician, altered societal expectations, rapidly changing medical science, and the diversity of pedagogical techniques. Changes in societal expectations put patient safety in the forefront, and raises the ethical issues of learning interactions and procedures on live patients, with the long-standing teaching method of "see one, do one, teach one" no longer acceptable. The educational goals of using technology in medical education include facilitating basic knowledge acquisition, improving decision making, enhancement of perceptual variation, improving skill coordination, practicing for rare or critical events, learning team training, and improving psychomotor skills. Different technologies can address these goals. Technologies such as podcasts and videos with flipped classrooms, mobile devices with apps, video games, simulations (part-time trainers, integrated simulators, virtual reality), and wearable devices (google glass) are some of the techniques available to address the changing educational environment. This article presents how the use of technologies can provide the infrastructure and basis for addressing many of the challenges in providing medical education for the future.

  3. Use of online clinical videos for clinical skills training for medical students: benefits and challenges.

    PubMed

    Jang, Hye Won; Kim, Kyong-Jee

    2014-03-21

    Multimedia learning has been shown effective in clinical skills training. Yet, use of technology presents both opportunities and challenges to learners. The present study investigated student use and perceptions of online clinical videos for learning clinical skills and in preparing for OSCE (Objective Structured Clinical Examination). This study aims to inform us how to make more effective us of these resources. A mixed-methods study was conducted for this study. A 30-items questionnaire was administered to investigate student use and perceptions of OSCE videos. Year 3 and 4 students from 34 Korean medical schools who had access to OSCE videos participated in the online survey. Additionally, a semi-structured interview of a group of Year 3 medical students was conducted for an in-depth understanding of student experience with OSCE videos. 411 students from 31 medical schools returned the questionnaires; a majority of them found OSCE videos effective for their learning of clinical skills and in preparing for OSCE. The number of OSCE videos that the students viewed was moderately associated with their self-efficacy and preparedness for OSCE (p < 0.05). One-thirds of those surveyed accessed the video clips using mobile devices; they agreed more with the statement that it was convenient to access the video clips than their peers who accessed the videos using computers (p < 0.05). Still, students reported lack of integration into the curriculum and lack of interaction as barriers to more effective use of OSCE videos. The present study confirms the overall positive impact of OSCE videos on student learning of clinical skills. Having faculty integrate these learning resources into their teaching, integrating interactive tools into this e-learning environment to foster interactions, and using mobile devices for convenient access are recommended to help students make more effective use of these resources.

  4. Predictors of diagnosis of child psychiatric disorder in adult-infant social-communicative interaction at 12 months.

    PubMed

    Marwick, H; Doolin, O; Allely, C S; McConnachie, A; Johnson, P; Puckering, C; Golding, J; Gillberg, C; Wilson, P

    2013-01-01

    To establish which social interactive behaviours predict later psychiatric diagnosis, we examined 180 videos of a parent-infant interaction when children were aged one year, from within the Avon Longitudinal Study of Parents and Children (ALSPAC) cohort. Sixty of the videos involved infants who were later diagnosed with a psychiatric disorder at seven years, and 120 were a randomly selected sex-matched control group. Interactive behaviours for both the caregiver and the one year old infant were coded from the videos according to eight holistic categories of interpersonal engagement: Well-being, Contingent Responsiveness, Cooperativeness, Involvement, Activity, Playfulness, Fussiness, and Speech. Lower levels of adult activity and speech in interaction at one year significantly predicted overall diagnosis of child psychiatric disorder. Copyright © 2012 Elsevier Ltd. All rights reserved.

  5. Effects of interactive video-game based system exercise on the balance of the elderly.

    PubMed

    Lai, Chien-Hung; Peng, Chih-Wei; Chen, Yu-Luen; Huang, Ching-Ping; Hsiao, Yu-Ling; Chen, Shih-Ching

    2013-04-01

    This study evaluated the effects of interactive video-game based (IVGB) training on the balance of older adults. The participants of the study included 30 community-living persons over the age of 65. The participants were divided into 2 groups. Group A underwent IVGB training for 6 weeks and received no intervention in the following 6 weeks. Group B received no intervention during the first 6 weeks and then participated in training in the following 6 weeks. After IVGB intervention, both groups showed improved balance based on the results from the following tests: the Berg Balance Scale (BBS), Modified Falls Efficacy Scale (MFES), Timed Up and Go (TUG) test, and the Sway Velocity (SV) test (assessing bipedal stance center pressure with eyes open and closed). Results from the Sway Area (SA) test (assessing bipedal stance center pressure with eyes open and closed) revealed a significant improvement in Group B after IVGB training. Group A retained some training effects after 6 weeks without IVGB intervention. Additionally, a moderate association emerged between the Xavix measured step system stepping tests and BBS, MFES, Unipedal Stance test, and TUG test measurements. In conclusion, IVGB training improves balance after 6 weeks of implementation, and the beneficial effects partially remain after training is complete. Further investigation is required to determine if this training is superior to traditional physical therapy. Copyright © 2012 Elsevier B.V. All rights reserved.

  6. Virtual Reality Astronomy Education Using AAS WorldWide Telescope and Oculus Rift

    NASA Astrophysics Data System (ADS)

    Weigel, A. David; Moraitis, Christina D.

    2017-01-01

    The Boyd E. Christenberry Planetarium at Samford University (Birmingham, AL) offers family friendly, live, and interactive planetarium presentations that educate the public on topics from astronomy basics to current cutting edge astronomical discoveries. With limited funding, it is not possible to provide state of the art planetarium hardware for these community audiences. In a society in which many people, even young children, have access to high resolution smart phones and highly realistic video games, it is important to leverage cutting-edge technology to intrigue young and old minds alike. We use an Oculus Rift virtual reality headset running AAS WorldWide Telescope software to visualize 3D data in a fully immersive environment. We create interactive experiences and videos to highlight astronomical concepts and also to communicate the beauty of our universe. The ease of portability enables us to set up at Virtual Reality (VR) experience at various events, festivals, and even in classrooms to provide a community outreach that a fixed planetarium cannot. This VR experience adds the “wow” factor that encourages children and adults to engage in our various planetarium events to learn more about astronomy and continue to explore the final frontier of space. These VR experiences encourages our college students to participate in our astronomy education resulting in increased interest in STEM fields, particularly physics and math.

  7. Recent Empirical Studies of the Pedagogical Effects of Interactive Video Instruction in "Soft Skill" Areas.

    ERIC Educational Resources Information Center

    Cronin, Michael W.; Cronin, Karen A.

    1992-01-01

    Recent empirical research has identified significant advantages for interactive video instruction over traditional teaching methods in "soft skill" (humanities and social sciences) areas, including cognitive achievement, transfer of learning to performance, learning motivation, student achievement across uncontrolled student characteristics, user…

  8. Interactive Video: One Monitor or Two?

    ERIC Educational Resources Information Center

    Cline, William J.

    1991-01-01

    Analysis of the effects of an interactive video workstation during lessons about Spanish culture suggested that the use of single or dual monitors was not an important factor in student learning, although there were some cost advantages associated with the two-monitor workstation design. (seven references) (Author/CB)

  9. Interactive Video-Based Industrial Training in Basic Electronics.

    ERIC Educational Resources Information Center

    Mirkin, Barry

    The Wisconsin Foundation for Vocational, Technical, and Adult Education is currently involved in the development, implementation, and distribution of a sophisticated interactive computer and video learning system. Designed to offer trainees an open entry and open exit opportunity to pace themselves through a comprehensive competency-based,…

  10. Catch a Glimpse of Me: The development of staff videos to promote person-centered care.

    PubMed

    Gendron, Tracey L; King Seymour, Lindsay; Welleford, E Ayn

    2016-09-01

    Catch a Glimpse of Me is an ongoing project that uses video to help staff deliver more person-centered care for people with dementia living in long-term care. Focus groups consisting of residents, family and staff members were conducted to develop a template for the development of the videos. The five themes they identified as being important to include are: family; interests and hobbies; memories and moments; life space and getting personal. The article describes the process of developing the videos and discusses the ongoing potential of the Catch a Glimpse of Me project. © The Author(s) 2015.

  11. Method for Visually Integrating Multiple Data Acquisition Technologies for Real Time and Retrospective Analysis

    NASA Technical Reports Server (NTRS)

    Bogart, Edward H. (Inventor); Pope, Alan T. (Inventor)

    2000-01-01

    A system for display on a single video display terminal of multiple physiological measurements is provided. A subject is monitored by a plurality of instruments which feed data to a computer programmed to receive data, calculate data products such as index of engagement and heart rate, and display the data in a graphical format simultaneously on a single video display terminal. In addition live video representing the view of the subject and the experimental setup may also be integrated into the single data display. The display may be recorded on a standard video tape recorder for retrospective analysis.

  12. Customized Videos on a YouTube Channel: A beyond the Classroom Teaching and Learning Platform for General Chemistry Courses

    ERIC Educational Resources Information Center

    Ranga, Jayashree S.

    2017-01-01

    Videos are an integral part of online courses. In this study, customized YouTube videos were explored as teaching and learning materials in place of face-to-face discussion sessions in General Chemistry courses. The videos were created using a budget-friendly and interactive app on an iPad. The customized YouTube videos were available to students…

  13. "Enheduanna-A Manifesto of Falling" Live Brain-Computer Cinema Performance: Performer and Audience Participation, Cognition and Emotional Engagement Using Multi-Brain BCI Interaction.

    PubMed

    Zioga, Polina; Pollick, Frank; Ma, Minhua; Chapman, Paul; Stefanov, Kristian

    2018-01-01

    The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs) have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies. The vast majority of these works use the brain-activity of a single participant. However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of Electroencephalography (EEG)-based multi-brain BCIs. In this frame, we discuss and evaluate "Enheduanna-A Manifesto of Falling," a live brain-computer cinema performance that enables for the first time the simultaneous real-time multi-brain interaction of more than two participants, including a performer and members of the audience, using a passive EEG-based BCI system in the context of a mixed-media performance. The performance was realised as a neuroscientific study conducted in a real-life setting. The raw EEG data of seven participants, one performer and two different members of the audience for each performance, were simultaneously recorded during three live events. The results reveal that the majority of the participants were able to successfully identify whether their brain-activity was interacting with the live video projections or not. A correlation has been found between their answers to the questionnaires, the elements of the performance that they identified as most special, and the audience's indicators of attention and emotional engagement. Also, the results obtained from the performer's data analysis are consistent with the recall of working memory representations and the increase of cognitive load. Thus, these results prove the efficiency of the interaction design, as well as the importance of the directing strategy, dramaturgy and narrative structure on the audience's perception, cognitive state, and engagement.

  14. “Enheduanna—A Manifesto of Falling” Live Brain-Computer Cinema Performance: Performer and Audience Participation, Cognition and Emotional Engagement Using Multi-Brain BCI Interaction

    PubMed Central

    Zioga, Polina; Pollick, Frank; Ma, Minhua; Chapman, Paul; Stefanov, Kristian

    2018-01-01

    The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs) have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies. The vast majority of these works use the brain-activity of a single participant. However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of Electroencephalography (EEG)-based multi-brain BCIs. In this frame, we discuss and evaluate “Enheduanna—A Manifesto of Falling,” a live brain-computer cinema performance that enables for the first time the simultaneous real-time multi-brain interaction of more than two participants, including a performer and members of the audience, using a passive EEG-based BCI system in the context of a mixed-media performance. The performance was realised as a neuroscientific study conducted in a real-life setting. The raw EEG data of seven participants, one performer and two different members of the audience for each performance, were simultaneously recorded during three live events. The results reveal that the majority of the participants were able to successfully identify whether their brain-activity was interacting with the live video projections or not. A correlation has been found between their answers to the questionnaires, the elements of the performance that they identified as most special, and the audience's indicators of attention and emotional engagement. Also, the results obtained from the performer's data analysis are consistent with the recall of working memory representations and the increase of cognitive load. Thus, these results prove the efficiency of the interaction design, as well as the importance of the directing strategy, dramaturgy and narrative structure on the audience's perception, cognitive state, and engagement. PMID:29666566

  15. An Interactive, Physics-Based Unmanned Ground Vehicle Simulator Leveraging Open Source Gaming Technology: Progress in the Development and Application of the Virtual Autonomous Navigation Environment (VANE) Desktop

    DTIC Science & Technology

    2009-01-01

    interface, mechatronics, video games 1. INTRODUCTION Engineering methods have substantially and continuously evolved over the past 40 years. In the past...1970s, video games have pioneered interactive simulation and laid the groundwork for inexpensive computing that individuals, corporations, and...purposes. This has not gone unnoticed, and software technology and techniques evolved for video games are beginning to have extraordinary impact in

  16. Use of recorded interactive seminars in orthodontic distance education.

    PubMed

    Miller, Kenneth T; Hannum, Wallace M; Morley, Tarrl; Proffit, William R

    2007-09-01

    Our objective was evaluate the effectiveness and acceptability of 3 methods of instructor interaction during distance learning with prerecorded seminars in orthodontic residencies and continuing education. After residents at 3 schools (Sydney, Australia; Winnipeg, Manitoba, Canada; and Manchester, United Kingdom) viewed a recorded interactive seminar, they discussed its content with the seminar leader at a distance via video conferencing, audio-only interaction by telephone, and Internet chat with Net Meeting software (Microsoft, Bellevue, Wash). The residents then completed evaluations containing both closed- and open-ended questions. In addition, attendees at the Iranian Orthodontic Congress also viewed a recorded seminar, had questions answered via an interpreter in a video conference, and completed summary evaluations. Video conferencing received the highest ratings and was never cited as the least favorite method of interaction. Telephone interaction was a close second in mean scores, and Internet chat was a distant third. All residents stated that they would like to be taught through distance education again. However, the Iranian orthodontists were less enthusiastic. Distance learning based on observation of recorded seminars and follow-up interaction is an acceptable method of instruction that can allow residents and practicing orthodontists access to various materials and experts, and perhaps help to ease the strains of current faculty shortages. More data are needed to determine whether video conferencing is worth the additional cost and complexity over audio-only interaction.

  17. Social dominance modulates eavesdropping in zebrafish

    PubMed Central

    Abril-de-Abreu, Rodrigo; Cruz, Ana S.; Oliveira, Rui F.

    2015-01-01

    Group living animals may eavesdrop on signalling interactions between conspecifics and integrate it with their own past social experience in order to optimize the use of relevant information from others. However, little is known about this interplay between public (eavesdropped) and private social information. To investigate it, we first manipulated the dominance status of bystander zebrafish. Next, we either allowed or prevented bystanders from observing a fight. Finally, we assessed their behaviour towards the winners and losers of the interaction, using a custom-made video-tracking system and directional analysis. We found that only dominant bystanders who had seen the fight revealed a significant increase in directional focus (a measure of attention) towards the losers of the fights. Furthermore, our results indicate that information about the fighters' acquired status was collected from the signalling interaction itself and not from post-interaction status cues, which implies the existence of individual recognition in zebrafish. Thus, we show for the first time that zebrafish, a highly social model organism, eavesdrop on conspecific agonistic interactions and that this process is modulated by the eavesdroppers' dominance status. We suggest that this type of integration of public and private information may be ubiquitous in social learning processes. PMID:26361550

  18. Palliative Care Eases Symptoms, Enhances Lives

    MedlinePlus

    ... and more emotional support. Read More "Palliative Care" Articles Increasing the quality of life for patients and families… / Video Tells a Mother's Story of Caring Support / Palliative Care Eases Symptoms, Enhances Lives Spring 2014 Issue: ... Viewers & Players Friends of the National Library of Medicine (FNLM)

  19. Aeronautics and Aviation Science: Careers and Opportunities Project

    NASA Technical Reports Server (NTRS)

    Texter, P. Cardie

    1998-01-01

    The National Aeronautics and Space Administration funded project, Aeronautics and Aviation Science: Careers and Opportunities has been in operation since July, 1995. This project operated as a collaboration with Massachusetts Corporation for Educational Telecommunications, the Federal Aviation Administration, Bridgewater State College and four targeted "core sites" in the greater Boston area. In its first and second years, a video series on aeronautics and aviation science was developed and broadcast via "live, interactive" satellite feed. Accompanying teacher and student supplementary instructional materials for grades 6-9 were produced and disseminated by the Massachusetts Corporation for Educational Telecommunications (MCET). In the MCET grant application it states that project Take Off! in its initial phase would recruit and train teachers at "core" sites in the greater Boston area, as well as opening participation to other on-line users of MCET's satellite feeds. "Core site" classrooms would become equipped so that teachers and students might become engaged in an interactive format which aimed at not only involving the students during the "live" broadcast of the instructional video series, but which would encourage participation in electronic information gathering and sharing among participants. As a Take Off! project goal, four schools with a higher than average proportion of minority and underrepresented youth were invited to become involved with the project to give these students the opportunity to consider career exploration and development in the field of science aviation and aeronautics. The four sites chosen to participate in this project were: East Boston High School, Dorchester High School, Randolph Junior-Senior High School and Malden High School. In year 3 Dorchester was unable to continue to fully participate and exited out. Danvers was added to the "core site" list in year 3. In consideration of Goals 2000, the National Science Foundation standards for quality of teaching, and an educational agenda that promotes high standards for all students, Aeronautics and Aviation Science: Careers and Opportunities had as its aim to deliver products to schools, both in and outside the project sites, which attempt to incorporate multi-disciplined approaches in the presentation of a curriculum which would be appropriate in any classroom, while also aiming to appeal to young women and minorities. The curriculum was developed to provide students with fundamentals of aeronautics and aviation science. The curriculum also encouraged involving students and teachers in research projects, and further information gathering via electronic bulletin boards and internet capabilities. Though not entirely prescriptive, the curriculum was designed to guide teachers through recommended activities to supplement MCET's live telecast video presentations. Classroom teachers were encouraged to invite local pilots, meteorologists, and others from the field of aviation and aeronautics, particularly women and minorities to visit schools and to field questions from the students.

  20. Understanding Learning Style by Eye Tracking in Slide Video Learning

    ERIC Educational Resources Information Center

    Cao, Jianxia; Nishihara, Akinori

    2012-01-01

    More and more videos are now being used in e-learning context. For improving learning effect, to understand how students view the online video is important. In this research, we investigate how students deploy their attention when they learn through interactive slide video in the aim of better understanding observers' learning style. Felder and…

  1. Seeing Tornado: How Video Traces Mediate Visitor Understandings of (Natural?) Phenomena in a Science Museum.

    ERIC Educational Resources Information Center

    Stevens, Reed; Hall, Rogers

    1997-01-01

    Reports on an exploratory study of how people see and explain a prominent exhibit (Tornado) at an interactive science museum (the Exploratorium). Data was assembled using a novel, technically mediated activity system (Video Traces). Argues that Video Traces is an effective tool and discusses an expanded Video Traces system. (Author/DKM)

  2. Data Visualization and Animation Lab (DVAL) overview

    NASA Technical Reports Server (NTRS)

    Stacy, Kathy; Vonofenheim, Bill

    1994-01-01

    The general capabilities of the Langley Research Center Data Visualization and Animation Laboratory is described. These capabilities include digital image processing, 3-D interactive computer graphics, data visualization and analysis, video-rate acquisition and processing of video images, photo-realistic modeling and animation, video report generation, and color hardcopies. A specialized video image processing system is also discussed.

  3. Video-Stimulated Accounts: Young Children Accounting for Interactional Matters in Front of Peers

    ERIC Educational Resources Information Center

    Theobald, Maryanne

    2012-01-01

    Research in the early years places increasing importance on participatory methods to engage children. The playback of video-recording to stimulate conversation is a research method that enables children's accounts to be heard and attends to a participatory view. During video-stimulated sessions, participants watch an extract of video-recording of…

  4. Quick and Easy: Use Screen Capture Software to Train and Communicate

    ERIC Educational Resources Information Center

    Schuster, Ellen

    2011-01-01

    Screen capture (screen cast) software can be used to develop short videos for training purposes. Developing videos is quick and easy. This article describes how these videos are used as tools to reinforce face-to-face and interactive TV curriculum training in a nutrition education program. Advantages of developing these videos are shared.…

  5. The use of focus groups in evaluating quality of life components among elderly Chinese people.

    PubMed

    Leung, Kai-Kuen; Wu, En-Chang; Lue, Bee-Horng; Tang, Li-Yu

    2004-02-01

    In Taiwan, to measure the quality of life (QOL) of elderly Chinese, one must rely on instruments developed in other Chinese or Western populations and not specifically for the elderly. The purpose of this study is to understand the components of QOL for elderly Chinese from Taiwan living in residential homes or in their communities. Forty-four elderly men and women divided into six focus groups were interviewed on video tape and the resultant recording was analyzed qualitatively by six independent researchers. The study yielded 15 QOL domains grouped into six dimensions: physical health (physical well-being, impact of illness, medical care), psychological health (mood states, life attitude and retrospection, philosophy of living, self-efficacy), social function (connectedness, exercise and leisure activities, social activities and services), living environment (living environment and arrangements, institutional factors), economic status, and religion and death (religion, death). For elderly Chinese in Taiwan, positive and negative life domains are equally important in the perception of life quality; person-environment interaction is a major consideration in the evaluation of QOL; family ties are an important component of QOL; traditional Chinese beliefs exert a positive influence on perceived QOL; and social functioning and vitality have a different meaning in Chinese compared to Western cultures.

  6. Internet video telephony allows speech reading by deaf individuals and improves speech perception by cochlear implant users.

    PubMed

    Mantokoudis, Georgios; Dähler, Claudia; Dubach, Patrick; Kompis, Martin; Caversaccio, Marco D; Senn, Pascal

    2013-01-01

    To analyze speech reading through Internet video calls by profoundly hearing-impaired individuals and cochlear implant (CI) users. Speech reading skills of 14 deaf adults and 21 CI users were assessed using the Hochmair Schulz Moser (HSM) sentence test. We presented video simulations using different video resolutions (1280 × 720, 640 × 480, 320 × 240, 160 × 120 px), frame rates (30, 20, 10, 7, 5 frames per second (fps)), speech velocities (three different speakers), webcameras (Logitech Pro9000, C600 and C500) and image/sound delays (0-500 ms). All video simulations were presented with and without sound and in two screen sizes. Additionally, scores for live Skype™ video connection and live face-to-face communication were assessed. Higher frame rate (>7 fps), higher camera resolution (>640 × 480 px) and shorter picture/sound delay (<100 ms) were associated with increased speech perception scores. Scores were strongly dependent on the speaker but were not influenced by physical properties of the camera optics or the full screen mode. There is a significant median gain of +8.5%pts (p = 0.009) in speech perception for all 21 CI-users if visual cues are additionally shown. CI users with poor open set speech perception scores (n = 11) showed the greatest benefit under combined audio-visual presentation (median speech perception +11.8%pts, p = 0.032). Webcameras have the potential to improve telecommunication of hearing-impaired individuals.

  7. Anthropology, Participation, and the Democratization of Knowledge: Participatory Research Using Video with Youth Living in Extreme Poverty

    ERIC Educational Resources Information Center

    Batallan, Graciela; Dente, Liliana; Ritta, Loreley

    2017-01-01

    This article aims to open up a debate on methodological aspects of ethnographic research, arguing for the legitimacy of the information produced in a research "taller" or workshop using a participatory methodology and video production as a methodological tool. Based on the theoretical foundations and analysis of a "taller"…

  8. Social Justice becomes a Living Experience for Students, Faculty, and Community

    ERIC Educational Resources Information Center

    Blundo, Robert

    2010-01-01

    This social justice course was the result of a service-learning project with African American and First Nations peoples of a Southern community telling their story of desegregation through the creation of a video documentary project. Combining the pedagogy of service-learning with documentary video making, a social justice project was created that…

  9. Indigenous Digital Storytelling in Video: Witnessing with Alma Desjarlais

    ERIC Educational Resources Information Center

    Iseke, Judy M.

    2011-01-01

    Indigenous digital storytelling in video is a way of witnessing the stories of Indigenous communities and Elders, including what has happened and is happening in the lives and work of Indigenous peoples. Witnessing includes acts of remembrance in which we look back to reinterpret and recreate our relationship to the past in order to understand the…

  10. Video Self-Modelling as an Intervention for Remediating Dysgraphia in Children with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Harris, Geri Maria; Little, Steven G.; Akin-Little, Angeleque

    2017-01-01

    A severe deficit in handwriting is known as dysgraphia, a problem frequently associated with autism spectrum disorder (ASD). Video self-modelling (VSM) has been proven effective for children with ASD in the strengthening of social skills, verbalizations, and daily living skills. Because VSM has demonstrated success in the acquisition of many types…

  11. Age and ageism: inhabiting the lives of healthy older adults through video narratives.

    PubMed

    Walker, Charles A; Newcomb, Patty; Cagle, Carolyn

    2005-06-01

    When applied humanities is used as a framework, the educational innovation described in this article provides a more balanced view of aging than occurs in most nursing programs. Five video narratives and focused discussion questions, intended to mitigate the "otherness" of old age, are described. Rationales and sample student responses are provided.

  12. A Comparison of Intellectual Assessments over Video Conferencing and In-Person for Individuals with ID: Preliminary Data

    ERIC Educational Resources Information Center

    Temple, V.; Drummond, C.; Valiquette, S.; Jozsvai, E.

    2010-01-01

    Background: Video conferencing (VC) technology has great potential to increase accessibility to healthcare services for those living in rural or underserved communities. Previous studies have had some success in validating a small number of psychological tests for VC administration; however, VC has not been investigated for use with persons with…

  13. Latino Art & Culture: From the Series "America Past and Present." [Multimedia Resource Kit.

    ERIC Educational Resources Information Center

    National Museum of American Art, Washington, DC.

    This resource kit contains a 26-minute video, close-captioned and subtitled in Spanish, a 68-page bilingual study guide, 10 color reproductions of paintings, and 14 slides. The video program, "Latino Voices: Artists and Community," features the work of seven contemporary Latino artists living in the United States. Through personal…

  14. Looking through the Cinematic Mirror: Film as an Educational Tool

    ERIC Educational Resources Information Center

    James, Carl E.; Marin, Lea; Kassam, Shelina

    2011-01-01

    In a world in which social media, visual images, and instant messaging are the everyday realities of today's young people, films and videos play a crucial role in developing a critical understanding of how social, economic, political, and cultural structures mediate the lives of youth. As teaching tools and cultural media, videos, and films offer…

  15. The Differential Effects of Rape Prevention Programming on Attitudes, Behavior, and Knowledge.

    ERIC Educational Resources Information Center

    Heppner, Mary J.; And Others

    1995-01-01

    Evaluates whether type of programming differentially affects the processing of rape prevention messages, attitudes, knowledge, behaviors, and stability of change. Participants (n=258) were assigned to a didactic-video program, an interactive drama, or control. Results indicated that the interactive video was most effective in central route…

  16. Interactive Video in the Special Classroom: A Pilot Study.

    ERIC Educational Resources Information Center

    Browning, Philip; And Others

    1986-01-01

    Describes a courseware development project at the University of Oregon which explored use of interactive video with mentally disabled students to teach life enhancement skills. Discussion of the results of a pilot study of one of the modules includes information on student achievement and teacher and student reactions. (MBR)

  17. Teaching Corporate Culture Using Interactive Video Training.

    ERIC Educational Resources Information Center

    Gardner, P. R.

    The Westinghouse Hanford Company Total Quality Program includes the development of Hanford General Employee Training (HGET), an interactive video course. The commitment to total quality is developed in both new and requalifying employees by requiring them to make positive choices when confronted with real life scenarios showing violations of…

  18. Interactive Music Video Games and Children's Musical Development

    ERIC Educational Resources Information Center

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  19. Networked Interactive Video for Group Training

    ERIC Educational Resources Information Center

    Eary, John

    2008-01-01

    The National Computing Centre (NCC) has developed an interactive video training system for the Scottish Police College to help train police supervisory officers in crowd control at major spectator events, such as football matches. This approach involves technology-enhanced training in a group-learning environment, and may have significant impact…

  20. Interactive Video Program. Final Report and Recommendations.

    ERIC Educational Resources Information Center

    Midwestern Higher Education Commission, Minneapolis, MN.

    This report presents recommendations on interactive video transmission standards, equipment, room designs, and service plans for member institutions of the Midwestern Higher Education Commission (MHEC) and reviews MHEC's efforts to find and contract for such services with vendors. The report describes the MHEC objective of establishing a dial-up,…

  1. Teaching Employment Interview Skills through Interactive Video Instruction.

    ERIC Educational Resources Information Center

    Shulman, Gary M.; And Others

    An interactive video program, "The Screening Interview," has been developed at Miami University (Ohio) to help prepare college and university students for on-campus employment interviews with corporate recruiters. Within the context of the simulated interview situation provided by the program, students function as the alter ego of either…

  2. Adolescents' Relational Schemas and Their Subjective Understanding of Romantic Relationship Interactions

    ERIC Educational Resources Information Center

    Smith, Justin D.; Welsh, Deborah P.; Fite, Paula J.

    2010-01-01

    This study examines the association between adolescents' relational schemas and their subjective understanding of interactions in the context of male-female romantic relationships. We employed an innovative multimodal methodology: the video-recall system [Welsh, D. P., & Dickson, J. W. (2005). Video-recall procedures for examining subjective…

  3. Interactive Video Games in Physical Education

    ERIC Educational Resources Information Center

    Trout, Josh; Christie, Brett

    2007-01-01

    As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…

  4. Ready Set. . .Authoring Systems to Get You Started on Interactive Video Design.

    ERIC Educational Resources Information Center

    Rhodes, Dent M.; Azbell, Janet White

    1986-01-01

    Evaluates four authoring systems used to develop computer aided interactive video: The Instructor, InfoWriter, IDeAS, and ProCAL2. The information provided includes hardware requirements, compatibility with videotape and/or videodisc, instructional options available, user data-management capabilities, procedures for logging tapes, and access for…

  5. Strategic Design of an Interactive Video Learning Lab (IVL).

    ERIC Educational Resources Information Center

    Switzer, Ralph V., Jr.; Switzer, Jamie S.

    1993-01-01

    Describes a study that researched elements necessary for the design of an interactive video learning (IVL) lab for business courses. Highlights include a review of pertinent literature; guidelines for the use of an IVL lab; IVL systems integration; system specifications; hardware costs; and system software. (five references) (LRW)

  6. Video stimuli reduce object-directed imitation accuracy: a novel two-person motion-tracking approach.

    PubMed

    Reader, Arran T; Holmes, Nicholas P

    2015-01-01

    Imitation is an important form of social behavior, and research has aimed to discover and explain the neural and kinematic aspects of imitation. However, much of this research has featured single participants imitating in response to pre-recorded video stimuli. This is in spite of findings that show reduced neural activation to video vs. real life movement stimuli, particularly in the motor cortex. We investigated the degree to which video stimuli may affect the imitation process using a novel motion tracking paradigm with high spatial and temporal resolution. We recorded 14 positions on the hands, arms, and heads of two individuals in an imitation experiment. One individual freely moved within given parameters (moving balls across a series of pegs) and a second participant imitated. This task was performed with either simple (one ball) or complex (three balls) movement difficulty, and either face-to-face or via a live video projection. After an exploratory analysis, three dependent variables were chosen for examination: 3D grip position, joint angles in the arm, and grip aperture. A cross-correlation and multivariate analysis revealed that object-directed imitation task accuracy (as represented by grip position) was reduced in video compared to face-to-face feedback, and in complex compared to simple difficulty. This was most prevalent in the left-right and forward-back motions, relevant to the imitator sitting face-to-face with the actor or with a live projected video of the same actor. The results suggest that for tasks which require object-directed imitation, video stimuli may not be an ecologically valid way to present task materials. However, no similar effects were found in the joint angle and grip aperture variables, suggesting that there are limits to the influence of video stimuli on imitation. The implications of these results are discussed with regards to previous findings, and with suggestions for future experimentation.

  7. Development of students' conceptual thinking by means of video analysis and interactive simulations at technical universities

    NASA Astrophysics Data System (ADS)

    Hockicko, Peter; Krišt‧ák, L.‧uboš; Němec, Miroslav

    2015-03-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think creatively, improves their performance and helps them in studying physics. This paper deals with increasing the key competencies in engineering by analysing real-life situation videos - physical problems - by means of video analysis and the modelling tools using the program Tracker and simulations of physical phenomena from The Physics Education Technology (PhET™) Project (VAS method of problem tasks). The statistical testing using the t-test confirmed the significance of the differences in the knowledge of the experimental and control groups, which were the result of interactive method application.

  8. Telling the Story of Ridge Flank Research to all Ages and Audiences

    NASA Astrophysics Data System (ADS)

    Cooper, S. K.; Brennon, R.; Hamner, K.; Kane, J.; Ringlein, J.; Strong, L. R.; Orcutt, B. N.; Fisher, A. T.; Edwards, K. J.; Cowen, J. P.; Hulme, S.; Wheat, C. G.; Scientific Team of Expedition AT18-07

    2011-12-01

    A team of six education and communication specialists took part in Expedition AT18-07 onboard the R/V Atlantis during Summer 2011 as part of Hydrogeologic, Geochemical, and Microbiological Experiments in Young Ocean Crust of the Northeastern Pacific Ocean Using Subseafloor Observatories. Fully integrating into the science party of this expedition, educators brought their diverse backgrounds (middle school science, high school physics and biology, informal science institutions, and science media/communication) to bear as they participated in shipboard operations, laboratory analyses and scientific problem-solving. Their primary role, however, was to translate the excitement and significance of these investigations for a variety of non-science audiences on shore - including museum visitors, scout groups, summer camps, summer schools and college students - and provide rich opportunities for interaction surrounding transformative science in real time. Using a satellite-based internet link, educators took advantage of web-based tools, Skype and social networking sites Facebook, Twitter and YouTube, to bring the real process of science live from the seafloor to classrooms from Washington, D.C. to Taiwan. Activities and products included: 13 live ship-to-shore video broadcasts, development of classroom activities, partnerships among scientists and educators, web-based microbiology investigations, production of videos, development of museum exhibits and programs, and a video game based on the ROV Jason. In addition, several scientists initiated independent education projects, to which the education and communication team contributed their skills, including the Adopt a Microbe from the Seafloor web site, which provided regular art and science activities about microbiology and invites active participation from shore-based groups. Results of post-expedition work with students and the public will be shared, as will pre- and post-expedition evaluation reports on the impact of this experience directly on the team members. Special thanks to the Center for Dark Energy Biosphere Investigations and Deep Earth Academy for sponsoring this work.

  9. Viral video: Live imaging of virus-host encounters

    NASA Astrophysics Data System (ADS)

    Son, Kwangmin; Guasto, Jeffrey S.; Cubillos-Ruiz, Andres; Chisholm, Sallie W.; Sullivan, Matthew B.; Stocker, Roman

    2014-11-01

    Viruses are non-motile infectious agents that rely on Brownian motion to encounter and subsequently adsorb to their hosts. Paradoxically, the viral adsorption rate is often reported to be larger than the theoretical limit imposed by the virus-host encounter rate, highlighting a major gap in the experimental quantification of virus-host interactions. Here we present the first direct quantification of the viral adsorption rate, obtained using live imaging of individual host cells and viruses for thousands of encounter events. The host-virus pair consisted of Prochlorococcus MED4, a 800 nm small non-motile bacterium that dominates photosynthesis in the oceans, and its virus PHM-2, a myovirus that has a 80 nm icosahedral capsid and a 200 nm long rigid tail. We simultaneously imaged hosts and viruses moving by Brownian motion using two-channel epifluorescent microscopy in a microfluidic device. This detailed quantification of viral transport yielded a 20-fold smaller adsorption efficiency than previously reported, indicating the need for a major revision in infection models for marine and likely other ecosystems.

  10. Children's attitudes toward interaction with an unfamiliar peer with complex communication needs: comparing high- and low-technology devices.

    PubMed

    Dada, Shakila; Horn, Tenille; Samuels, Alecia; Schlosser, Ralf W

    2016-12-01

    This study examined the attitudes of children with typical development towards an unfamiliar peer with complex communication needs using augmentative and alternative communication (AAC) systems. Specifically, the study aimed to compare attitudes when the peer used mobile technology (i.e., iPad © 1 ) with an AAC-specific application (Proloquo2Go™ 2 ) versus a low-technology communication board. A within-group crossover design was utilized involving 78 children. Half of the participants (i.e., Group 1) viewed Video 1 of an unfamiliar peer with complex communication needs in a scripted communication interaction using an iPad with Proloquo2Go followed by Video 2 of the same interaction using a communication board. The other half of the participants (Group 2) viewed these videos in the reverse sequence. The Communication Aid/Device Attitudinal Questionnaire (CADAQ) was completed after watching each video. Results indicated that both groups were more positive towards Video 1 (iPad with Prologuo2Go) on certain dimensions of the CADAQ. The results are discussed and recommendations for future research provided.

  11. Linkage of additional contents to moving objects and video shots in a generic media framework for interactive television

    NASA Astrophysics Data System (ADS)

    Lopez, Alejandro; Noe, Miquel; Fernandez, Gabriel

    2004-10-01

    The GMF4iTV project (Generic Media Framework for Interactive Television) is an IST European project that consists of an end-to-end broadcasting platform providing interactivity on heterogeneous multimedia devices such as Set-Top-Boxes and PCs according to the Multimedia Home Platform (MHP) standard from DVB. This platform allows the content providers to create enhanced audiovisual contents with a degree of interactivity at moving object level or shot change from a video. The end user is then able to interact with moving objects from the video or individual shots allowing the enjoyment of additional contents associated to them (MHP applications, HTML pages, JPEG, MPEG4 files...). This paper focus the attention to the issues related to metadata and content transmission, synchronization, signaling and bitrate allocation of the GMF4iTV project.

  12. Misinformation is prevalent in psoriasis-related YouTube videos.

    PubMed

    Qi, J; Trang, T; Doong, J; Kang, S; Chien, A L

    2016-11-15

    Background Psoriasis patients seek information online, but little is known about their interaction with YouTube. We examined the quality of content in psoriasis-related YouTube videos and investigated their interactions with viewers.Methods YouTube was searched using the term "psoriasis." Relevant videos in English were independently categorized by two reviewers as useful, misleading, or patient view (regarding experience with psoriasis). Disagreements were settled by a third reviewer. Videos were rated on a Global Quality Scale (GQS) (1=poor, 5=excellent).Results According to our reviewers, 17% of the 47 videos were useful, 21% were misleading, and 62% represented patient views. Mean GQS scores were 4.2 ± 1.3 for useful videos, 1.7 ± 0.7 for misleading videos, and 2.2 ± 1.1 for patient view videos (p<0.001). Video views per day did not differ among the categories (p=0.65), whereas useful videos had fewest "Likes" (useful: 31 ± 55, 33 misleading: 151 ± 218, patient views: 165 ± 325, p=0.06) and comments (useful: 9.8 ± 18.3, misleading: 64.1 ± 89.7, 124.9 ± 34 199.4, p=0.009).Conclusions Useful videos were highest in quality but had similar viewership as misleading and patient view videos, with lower popularity and  engagement of users compared to other categories. Physicians and psoriasis patients should be aware of this pattern when pproaching YouTube as a resource.

  13. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  14. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2016-01-01

    Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. PMID:28260834

  15. Foucault's Heterotopia and Children's Everyday Lives.

    ERIC Educational Resources Information Center

    McNamee, Sara

    2000-01-01

    Discusses Foucault's notion of "heterotopia"--real places but which exist unto themselves, such as a floating ship. Considers data on children's use of computer and video games to apply "heterotopia" to children's everyday social lives. Argues that childhood is subject to increasing boundaries, and that children create…

  16. The identification of living persons on images: A literature review.

    PubMed

    Gibelli, D; Obertová, Z; Ritz-Timme, S; Gabriel, P; Arent, T; Ratnayake, M; De Angelis, D; Cattaneo, C

    2016-03-01

    Personal identification in the forensic context commonly concerns unknown decedents. However, recently there has been an increase in cases which require identification of living persons, especially from surveillance systems. These cases bring about a relatively new challenge for forensic anthropologists and pathologists concerning the selection of the most suitable methodological approaches with regard to the limitations of the photographic representation of a given person for individualization and identity. Facial features are instinctively the primary focus for identification approaches. However, other body parts (e.g. hands), and body height and gait (on videos) have been considered in cases of personal identification. This review aims at summarizing the state-of-the-art concerning the identification of the living on images and videos, including a critical evaluation of the advantages and limitations of different methods. Recommendations are given in order to aid forensic practitioners who face cases of identification of living persons. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  17. Integrating distributed multimedia systems and interactive television networks

    NASA Astrophysics Data System (ADS)

    Shvartsman, Alex A.

    1996-01-01

    Recent advances in networks, storage and video delivery systems are about to make commercial deployment of interactive multimedia services over digital television networks a reality. The emerging components individually have the potential to satisfy the technical requirements in the near future. However, no single vendor is offering a complete end-to-end commercially-deployable and scalable interactive multimedia applications systems over digital/analog television systems. Integrating a large set of maturing sub-assemblies and interactive multimedia applications is a major task in deploying such systems. Here we deal with integration issues, requirements and trade-offs in building delivery platforms and applications for interactive television services. Such integration efforts must overcome lack of standards, and deal with unpredictable development cycles and quality problems of leading- edge technology. There are also the conflicting goals of optimizing systems for video delivery while enabling highly interactive distributed applications. It is becoming possible to deliver continuous video streams from specific sources, but it is difficult and expensive to provide the ability to rapidly switch among multiple sources of video and data. Finally, there is the ever- present challenge of integrating and deploying expensive systems whose scalability and extensibility is limited, while ensuring some resiliency in the face of inevitable changes. This proceedings version of the paper is an extended abstract.

  18. Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.

    PubMed

    Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-08-01

    Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of utilizing interactive video-games in a small group for keeping these individuals active, while maintaining and improving executive functioning especially for individuals with chronic stroke, who have completed their formal rehabilitation.

  19. Secure and Efficient Reactive Video Surveillance for Patient Monitoring.

    PubMed

    Braeken, An; Porambage, Pawani; Gurtov, Andrei; Ylianttila, Mika

    2016-01-02

    Video surveillance is widely deployed for many kinds of monitoring applications in healthcare and assisted living systems. Security and privacy are two promising factors that align the quality and validity of video surveillance systems with the caliber of patient monitoring applications. In this paper, we propose a symmetric key-based security framework for the reactive video surveillance of patients based on the inputs coming from data measured by a wireless body area network attached to the human body. Only authenticated patients are able to activate the video cameras, whereas the patient and authorized people can consult the video data. User and location privacy are at each moment guaranteed for the patient. A tradeoff between security and quality of service is defined in order to ensure that the surveillance system gets activated even in emergency situations. In addition, the solution includes resistance against tampering with the device on the patient's side.

  20. Secure and Efficient Reactive Video Surveillance for Patient Monitoring

    PubMed Central

    Braeken, An; Porambage, Pawani; Gurtov, Andrei; Ylianttila, Mika

    2016-01-01

    Video surveillance is widely deployed for many kinds of monitoring applications in healthcare and assisted living systems. Security and privacy are two promising factors that align the quality and validity of video surveillance systems with the caliber of patient monitoring applications. In this paper, we propose a symmetric key-based security framework for the reactive video surveillance of patients based on the inputs coming from data measured by a wireless body area network attached to the human body. Only authenticated patients are able to activate the video cameras, whereas the patient and authorized people can consult the video data. User and location privacy are at each moment guaranteed for the patient. A tradeoff between security and quality of service is defined in order to ensure that the surveillance system gets activated even in emergency situations. In addition, the solution includes resistance against tampering with the device on the patient’s side. PMID:26729130

  1. Using Video to Support Teachers' Ability to Notice Classroom Interactions

    ERIC Educational Resources Information Center

    Sherin, Miriam; van Es, Elizabeth

    2005-01-01

    This paper examines how video can be used to help pre-service and in-service teachers learn to notice what is happening in their classrooms. Data from two related studies are presented. In the first study, middle-school mathematics teachers met monthly in a video club in which they shared and discussed excerpts of videos from their classrooms. In…

  2. Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries

    ERIC Educational Resources Information Center

    Buchanan, Kym; Elzen, Angela M. Vanden

    2012-01-01

    We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these…

  3. Gamifying Video Object Segmentation.

    PubMed

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.

  4. Video-based sexually transmitted disease patient education: its impact on condom acquisition.

    PubMed Central

    O'Donnell, L N; Doval, A S; Duran, R; O'Donnell, C

    1995-01-01

    OBJECTIVES. This study assessed the impact of video-based educational interventions on condom acquisition among men and women seeking services at a large sexually transmitted disease clinic in the South Bronx, New York. METHODS. During 1992, 3348 African American and Hispanic patients were enrolled in a clinical trial of video-based interventions designed to promote safer sex behaviors, including increased condom use. Patients were assigned to one of three groups: control, video, or video plus interactive group discussion. Subjects were given a coupon to redeem for free condoms at a pharmacy several blocks from the clinic. Rates of condom acquisition were assessed by level of intervention. RESULTS. In comparison with a control group, subjects who viewed videos were significantly more likely to redeem coupons for condoms (21.2% redemption rate vs 27.6%). However, participation in interactive sessions after video viewing augmented the positive effects of video viewing alone (27.6% redemption rate vs 36.9%). Gender and ethnicity were significantly associated with outcomes. CONCLUSIONS. The condom acquisition are almost doubled with the use of culturally appropriate, video-based interventions. Designed to present minimal disruption to clinical services, these interventions can be implemented in clinics servicing at-risk men and women. Images FIGURE 1 PMID:7762716

  5. Children aged 6-24 months like to watch YouTube videos but could not learn anything from them.

    PubMed

    Yadav, Savita; Chakraborty, Pinaki; Mittal, Prabhat; Arora, Udit

    2018-03-20

    Parents sometimes show young children YouTube videos on their smartphones. We studied the interaction of 55 Indian children born between December 2014 and May 2015 who watched YouTube videos when they were 6-24 months old. The children were recruited by the researchers using professional and personal contacts and visited by the same two observers at four ages, for at least 10 minutes. The observers recorded the children's abilities to interact with touch screens and identify people in videos and noted what videos attracted them the most. The children were attracted to music at six months of age and were interested in watching the videos at 12 months. They could identify their parents in videos at 12 months and themselves by 24 months. They started touching the screen at 18 months and could press the buttons that appeared on the screen, but did not understand their use. The children preferred watching dance performances by multiple artists with melodical music, advertisements for products they used and videos showing toys and balloons. Children up to two years of age could be entertained and kept busy by showing them YouTube clips on smartphones, but did not learn anything from the videos. ©2018 Foundation Acta Paediatrica. Published by John Wiley & Sons Ltd.

  6. New Educational Video Series From AGU

    NASA Astrophysics Data System (ADS)

    Adamec, Bethany Holm; Sollosi, Derek

    2013-04-01

    A new video series entitled Live Education Activity Resource Network (LEARN) With AGU was recently launched. This series of short Earth and space science-related videos is designed to give K-12 formal and informal educators the tools they need to try new hands-on activities with their students. Research indicates that hands-on learning and problem solving are important ways for students to learn, but educators do not always know where to begin or think that they need a lot of materials to do a hands-on activity (which often is not the case).

  7. Integrated bronchoscopic video tracking and 3D CT registration for virtual bronchoscopy

    NASA Astrophysics Data System (ADS)

    Higgins, William E.; Helferty, James P.; Padfield, Dirk R.

    2003-05-01

    Lung cancer assessment involves an initial evaluation of 3D CT image data followed by interventional bronchoscopy. The physician, with only a mental image inferred from the 3D CT data, must guide the bronchoscope through the bronchial tree to sites of interest. Unfortunately, this procedure depends heavily on the physician's ability to mentally reconstruct the 3D position of the bronchoscope within the airways. In order to assist physicians in performing biopsies of interest, we have developed a method that integrates live bronchoscopic video tracking and 3D CT registration. The proposed method is integrated into a system we have been devising for virtual-bronchoscopic analysis and guidance for lung-cancer assessment. Previously, the system relied on a method that only used registration of the live bronchoscopic video to corresponding virtual endoluminal views derived from the 3D CT data. This procedure only performs the registration at manually selected sites; it does not draw upon the motion information inherent in the bronchoscopic video. Further, the registration procedure is slow. The proposed method has the following advantages: (1) it tracks the 3D motion of the bronchoscope using the bronchoscopic video; (2) it uses the tracked 3D trajectory of the bronchoscope to assist in locating sites in the 3D CT "virtual world" to perform the registration. In addition, the method incorporates techniques to: (1) detect and exclude corrupted video frames (to help make the video tracking more robust); (2) accelerate the computation of the many 3D virtual endoluminal renderings (thus, speeding up the registration process). We have tested the integrated tracking-registration method on a human airway-tree phantom and on real human data.

  8. Development and evaluation of the DECIDE to move! Physical activity educational video.

    PubMed

    Majid, Haseeb M; Schumann, Kristina P; Doswell, Angela; Sutherland, June; Hill Golden, Sherita; Stewart, Kerry J; Hill-Briggs, Felicia

    2012-01-01

    To develop a video that provides accessible and usable information about the importance of physical activity to type 2 diabetes self-management and ways of incorporating physical activity into everyday life. A 15-minute physical activity educational video narrated by US Surgeon General Dr Regina Benjamin was developed and evaluated. The video addresses the following topics: the effects of exercise on diabetes, preparations for beginning physical activity, types of physical activity, safety considerations (eg, awareness of symptoms of hypoglycemia during activity), and goal setting. Two patient screening groups were held for evaluation and revision of the video. Patient satisfaction ratings ranged 4.6 to 4.9 out of a possible 5.0 on dimensions of overall satisfaction, how informative they found the video to be, how well the video held their interest and attention, how easy the video was to understand, and how easy the video was to see and hear. Patients reported the educational video effective in empowering them to take strides toward increasing and maintaining physical activity in their lives. The tool is currently used in a clinical research trial, Project DECIDE, as one component of a diabetes and cardiovascular disease self-management program.

  9. Developing Interactional Competence through Video-Based Computer-Mediated Conversations: Beginning Learners of Spanish

    ERIC Educational Resources Information Center

    Tecedor Cabrero, Marta

    2013-01-01

    This dissertation examines the discourse produced by beginning learners of Spanish using social media. Specifically, it looks at the use and development of interactional resources during two video-mediated conversations. Through a combination of Conversation Analysis tools and quantitative data analysis, the use of turn-taking strategies, repair…

  10. How Interactive Video (ITV) Web-Enhanced Format Affects Instructional Strategy and Instructor Satisfaction

    ERIC Educational Resources Information Center

    Moody, Catrina V.

    2013-01-01

    This qualitative study explored the quality of technology associated with interactive video (ITV) classes in distance education programs and the resulting satisfaction of the instructors teaching this format. The participants were full time instructors of a rural community college that used the ITV format. Community college ITV instructors are…

  11. Video-Based Interaction, Negotiation for Comprehensibility, and Second Language Speech Learning: A Longitudinal Study

    ERIC Educational Resources Information Center

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

    This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…

  12. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    ERIC Educational Resources Information Center

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  13. Using Hypercard and Interactive Video in Education: An Application in Cell Biology.

    ERIC Educational Resources Information Center

    Hall, Wendy; And Others

    1989-01-01

    Describes the design and implementation of an interactive video system using existing videodiscs and Apple's Hypercard for use in the teaching of cell biology to undergraduate biology students. Hypertext and hypermedia are discussed, the hardware configuration is described, and a preliminary evaluation of the completed system is reported. (five…

  14. Using Interactive Multimedia to Teach Pedestrian Safety: An Exploratory Study

    ERIC Educational Resources Information Center

    Glang, Ann; Noell, John; Ary, Dennis; Swartz, Lynne

    2005-01-01

    Objectives: To evaluate an interactive multimedia (IMM) program that teaches young children safe pedestrian skills. Methods: The program uses IMM (animation and video) to teach children critical skills for crossing streets safely. A computer-delivered video assessment and a real-life street simulation were used to measure the effectiveness of the…

  15. The Generative Effects of Instructional Organizers with Computer-Based Interactive Video.

    ERIC Educational Resources Information Center

    Kenny, Richard F.

    This study compared the use of three instructional organizers--the advance organizer (AO), the participatory pictorial graphic organizer (PGO), and the final form pictorial graphic organizer (FGO)--in the design and use of computer-based interactive video (CBIV) programs. That is, it attempted to determine whether a less generative or more…

  16. Working with Pre-School Practitioners to Improve Interactions

    ERIC Educational Resources Information Center

    Ahsam, Suki; Shepherd, Julie; Warren-Adamson, Chris

    2006-01-01

    Eight pre-schools took part in offsite and onsite speech and language training to improve their interaction skills with children and learn some group language activities. An evaluation was undertaken where practitioners at one pre-school were videoed running a language activity before and after training. The video was analysed to assess change in…

  17. Active Voodoo Dolls: A Vision Based Input Device for Nonrigid Control.

    DTIC Science & Technology

    1998-08-01

    A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft...allowing the user to control it interactively. Our use of texture mapping hardware in tracking makes the system responsive enough for interactive animation and video game character control.

  18. Meta-Analysis of Interactive Video Instruction: A 10 Year Review of Achievement Effects.

    ERIC Educational Resources Information Center

    McNeil, Barbara J.; Nelson, Karyn R.

    Sixty-three studies which investigated cognitive achievement effects following interactive video (IV) instruction were integrated through a meta-analysis technique. Overall, mean achievement effect for IV was .530 (corrected for outliers), indicating that IV is an effective form of instruction. The effect is similar to that of computer-assisted…

  19. How Do Parents of Children with Communication Difficulties Experience Video Interaction Guidance? A Practitioner Research Project

    ERIC Educational Resources Information Center

    Taylor, Amelia Fay

    2016-01-01

    This practitioner research article sought to provide an interpretation of the parental experience of video interaction guidance (VIG). Two mothers and one grandmother participated in one cycle of VIG and one interview about their experiences. Transcripts were analysed using Interpretive Phenomenological Analysis (IPA). Findings indicated that…

  20. Mutually Beneficial Foreign Language Learning: Creating Meaningful Interactions through Video-Synchronous Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Kato, Fumie; Spring, Ryan; Mori, Chikako

    2016-01-01

    Providing learners of a foreign language with meaningful opportunities for interactions, specifically with native speakers, is especially challenging for instructors. One way to overcome this obstacle is through video-synchronous computer-mediated communication tools such as Skype software. This study reports quantitative and qualitative data from…

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